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UnrealI.MercCarcass

Extends
CreatureCarcass

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Decoration
      |   
      +-- Engine.Carcass
         |   
         +-- UnrealShare.CreatureCarcass
            |   
            +-- UnrealI.MercCarcass

Variables Summary
Inherited Variables from UnrealShare.CreatureCarcass
bCorroding, bGreenBlood, bodyparts[8], bPermanent, bThumped, DeathZone, ExistTime, GibOne, GibTwo, LandedSound, ReducedHeightFactor, Trails[8], ZOffset[8]
Inherited Variables from Engine.Carcass
bDecorative, bPlayerCarcass, bReducedHeight, bSlidingCarcass, Bugs, CumulativeDamage, flies, PlayerOwner, rats

Functions Summary
functionbool AllowChunk (int N, name A)
function ForceMeshToExist ()
Inherited Functions from UnrealShare.CreatureCarcass
AddFliesAndRats, AnimEnd, BaseChange, BeginState, CheckZoneCarcasses, ChunkUp, CreateReplacement, Destroyed, GibSound, HitWall, Initfor, Landed, LandThump, LieStill, PostBeginPlay, ReduceCylinder, TakeDamage, ThrowOthers, Tick, Timer
Inherited Functions from Engine.Carcass
AddFliesAndRats, AllowChunk, BeginState, CheckZoneCarcasses, ChunkUp, CreateReplacement, Destroyed, Initfor, TakeDamage, Timer


Functions Detail

AllowChunk Source code

static simulated function bool AllowChunk ( int N, name A )

ForceMeshToExist Source code

function ForceMeshToExist ( )


Defaultproperties

defaultproperties
{
     bodyparts(0)=LodMesh'UnrealI.MercLeg'
     bodyparts(1)=LodMesh'UnrealI.MercPart'
     bodyparts(2)=LodMesh'UnrealI.MercGun'
     bodyparts(3)=LodMesh'UnrealI.MercPart'
     bodyparts(4)=LodMesh'UnrealI.MercLeg'
     bodyparts(5)=LodMesh'UnrealI.MercHead'
     ZOffset(1)=0.000000
     ZOffset(4)=-0.500000
     ZOffset(5)=-0.500000
     bGreenBlood=True
     LandedSound=Sound'UnrealI.Mercenary.thumpmr'
     AnimSequence=Death
     Mesh=LodMesh'UnrealI.Merc'
     CollisionRadius=35.000000
     CollisionHeight=48.000000
     Mass=150.000000
     Buoyancy=140.000000
}

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Creation time: za 22-4-2006 13:07:19.546 - Created with UnCodeX