Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

UnrealI.Cannon

Extends
Decoration

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Decoration
      |   
      +-- UnrealI.Cannon

Direct Known Subclasses:

HugeCannon

Constants Summary
Inherited Contants from Engine.Actor
NF_NotCsg, NF_NotVisBlocking, NF_ShootThrough, PF_AlphaBlend, PF_AutoUPan, PF_AutoVPan, PF_BigWavy, PF_Environment, PF_FakeBackdrop, PF_Invisible, PF_Masked, PF_Mirrored, PF_Modulated, PF_NoSmooth, PF_Semisolid, PF_SmallWavy, PF_SpecialLit, PF_Translucent, PF_Unlit

Variables Summary
actora
boolbShoot
actorcTarget
intShotsFired
Cannon
soundActivateSound
boolbIsArmed
boolbShootTriggerInstigator
floatDeactivateDistance
floatDrop
soundExplodeSound
soundFireSound
floatHealth
floatSampleTime
intTrackingRate
Inherited Variables from Engine.Decoration
bBobbing, bOnlyTriggerable, bPushable, bPushSoundPlaying, bSplash, bWasCarried, content2, content3, contents, EffectWhenDestroyed, EndPushSound, numLandings, PushSound, Shadow
Inherited Variables from Engine.Actor
Acceleration, ActorGUnlitColor, ActorRenderColor, AmbientGlow, AmbientSound, AnimationNotify, AnimFrame, AnimLast, AnimMinRate, AnimRate, AnimSequence, AttachTag, bActorShadows, bAlwaysRelevant, bAlwaysRender, bAlwaysTick, bAnimByOwner, bAnimFinished, bAnimLoop, bAnimNotify, Base, bAssimilated, bBlockActors, bBlockPlayers, bBounce, bCanTeleport, bCarriedItem, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDarkLight, bDeleteMe, bDemoRecording, bDifficulty0, bDifficulty1, bDifficulty2, bDifficulty3, bDirectional, bDynamicLight, bEditorSelectRender, bEdLocked, bEdShouldSnap, bEdSnap, bFilterByVolume, bFixedRotationDir, bForcePhysicsUpdate, bForceStasis, bGameRelevant, bHandleOwnCorona, bHidden, bHiddenEd, bHighDetail, bHighlighted, bHurtEntry, bInterpolating, bIsInOctree, bIsItemGoal, bIsKillGoal, bIsMover, bIsPawn, bIsSecretGoal, bJustTeleported, bLensFlare, bLightChanged, bMemorized, bMeshCurvy, bMeshEnviroMap, bMovable, bNet, bNetFeel, bNetHear, bNetInitial, bNetNotify, bNetOptional, bNetOwner, bNetRelevant, bNetSee, bNetSpecial, bNetTemporary, bNoDelete, bNoDynamicShadowCast, bNoSmooth, bOnlyOwnerSee, bOwnerNoSee, bParticles, bPathCollision, bProjectorDecal, bProjTarget, bRandomFrame, bRenderMultiEnviroMaps, bRepAmbientSound, bRepAnimations, bReplicateInstigator, bRepMesh, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bSimulatedPawn, bSimulatedPawnRep, bSinglePlayer, bSkipActorReplication, bSpecialLit, bStasis, bStatic, bTempEditor, bTicked, bTimerLoop, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, bUseLitSprite, bUseMeshCollision, bWorldGeometry, CollisionHeight, CollisionOverride, CollisionRadius, CollisionTag, ColLocation, CoronaAlpha, DefaultAnimationNotify, Deleted, DesiredRotation, DodgeDir, DrawScale, DrawScale3D, DrawType, Event, ExtraTag, Fatness, Group, HitActor, InitialState, Instigator, Inventory, LastRenderedTime, LatentActor, LatentByte, LatentFloat, LatentInt, Level, LifeSpan, LightBrightness, LightCone, LightDataPtr, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightRadius, LightSaturation, LightType, Location, LODBias, Mass, Mesh, MeshDataPtr, MeshInstance, MiscNumber, MultiSkins[8], MultiTimers, NetInitialProperties, NetPriority, NetTag, NetUpdateFrequency, OddsOfAppearing, OldAnimRate, OldLocation, OtherTag, Owner, PhysAlpha, Physics, PhysRate, PrePivot, ProjectorList, RealTouching, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderInterface, RenderIteratorClass, Role, Rotation, RotationRate, ScaleGlow, ShadowMesh, SimAnim, SkelAnim, Skin, SoundPitch, SoundRadius, SoundVolume, SpecialTag, Sprite, SpriteProjForward, StandingCount, Style, Tag, Target, Texture, TimerCounter, TimerRate, Touching[4], TransientSoundRadius, TransientSoundVolume, TweenRate, Velocity, VisibilityHeight, VisibilityRadius, VolumeBrightness, VolumeFog, VolumeRadius, XLevel

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType

Structures Summary
Inherited Structures from Engine.Actor
MultiTimerType, PointRegion

Functions Summary
function Reset ()))
ActivateCannon
function Reset ()))
DeActivate
function Shoot ()))
function Shoot ()))
ActivateCannon
function TakeDamage (int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType))
function Timer ()))
ActivateCannon
function Trigger (actor Other, pawn EventInstigator ))
function Trigger (actor Other, pawn EventInstigator ))
ActivateCannon
Inherited Functions from Engine.Decoration
BaseChange, BeginPlay, Bump, Destroyed, FollowHolder, Frag, Landed, skinnedFrag, Timer, Trigger, ZoneChange
Inherited Functions from Engine.Actor
AddToPackagesMap, AllActors, AllFrameVerts, AllLibaries, AnimEnd, AnimEndOnBone, Attach, AttachActorToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BroadcastMessage, Bump, CanReachPoint, ChildActors, ConsoleCommand, DeatachFromBone, DemoPlaySound, Destroy, Destroyed, Detach, DrawDebugBox, DrawDebugLine, DrawDebugSphere, DrawEditorSelection, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Expired, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishInterpolation, GainedChild, GetAnimGroup, GetBestTraceLineVertex, GetBoneCoords, GetBoneIndex, GetBoneName, GetBoneRotation, GetClosestVertex, GetExtent, GetHumanName, GetItemName, GetMapName, GetNextInt, GetNextIntDesc, GetNextSkin, GetSoundDuration, GetTriggerActor, GetURLMap, GetVertexCount, GetVertexPos, HasAnim, HitWall, HurtRadius, IntDescIterator, InterpolateEnd, IsAnimating, IsInPackageMap, KillCredit, KilledBy, Landed, LinkSkelAnim, LoopAnim, LostChild, MakeNoise, MeshTrace, Move, MoveSmooth, NativeExec, NotifyLevelChange, NotifyPathDefine, PlayAnim, PlayerCanSeeMe, PlaySound, PostBeginPlay, PostNetBeginPlay, PostNetReceive, PostTeleport, PreBeginPlay, PreTeleport, RadiusActors, RenderOverlays, RenderTexture, Reset, ResetSkeletalMesh, SetBase, SetBonePosition, SetBoneRoot, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRotation, SetTimer, SkelPlayAnim, Sleep, Spawn, SpawnAct, Spawned, SpecialHandling, StopSkelAnim, TakeDamage, Tick, Timer, Touch, TouchingActors, Trace, TraceActors, TraceSurfHitInfo, TraceThisActor, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnTouch, UnTrigger, UnTriggerEvent, VisibleActors, VisibleCollidingActors, WriteDeathMessage, ZoneChange

States Summary
ActivateCannon Source code
state ActivateCannon
Reset, Shoot, Timer, Trigger
DeActivate Source code
state DeActivate
Reset


Variables Detail

a Source code

var actor a;

bShoot Source code

var bool bShoot;

cTarget Source code

var actor cTarget;

ShotsFired Source code

var int ShotsFired;

Cannon

ActivateSound Source code

var(Cannon) sound ActivateSound;

bIsArmed Source code

var(Cannon) bool bIsArmed;

bShootTriggerInstigator Source code

var(Cannon) bool bShootTriggerInstigator;

DeactivateDistance Source code

var(Cannon) float DeactivateDistance;

Drop Source code

var(Cannon) float Drop;

ExplodeSound Source code

var(Cannon) sound ExplodeSound;

FireSound Source code

var(Cannon) sound FireSound;

Health Source code

var(Cannon) float Health;

SampleTime Source code

var(Cannon) float SampleTime;

TrackingRate Source code

var(Cannon) int TrackingRate;


Functions Detail

Reset ActivateCannon Source code

function Reset ( ) )

Reset DeActivate Source code

function Reset ( ) )

Shoot Source code

function Shoot ( ) )

Shoot ActivateCannon Source code

function Shoot ( ) )

TakeDamage Source code

function TakeDamage ( int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) )

Timer ActivateCannon Source code

function Timer ( ) )

Trigger Source code

function Trigger ( actor Other, pawn EventInstigator ) )

Trigger ActivateCannon Source code

function Trigger ( actor Other, pawn EventInstigator ) )


Defaultproperties

defaultproperties
{
				DeactivateDistance=2000.000000
				SampleTime=0.300000
				TrackingRate=10000
				Drop=60.000000
				Health=100.000000
				FireSound=Sound'UnrealI.Cannon.CannonShot'
				ActivateSound=Sound'UnrealI.Cannon.CannonActivate'
				ExplodeSound=Sound'UnrealI.Cannon.CannonExplode'
				bStatic=False
				DrawType=DT_Mesh
				Mesh=LodMesh'UnrealI.CannonM'
				CollisionRadius=44.000000
				CollisionHeight=44.000000
				bCollideActors=True
				bCollideWorld=True
				bProjTarget=True
				RotationRate=(Yaw=50000)
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: zo 11-11-2012 21:14:08.584 - Created with UnCodeX