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UnrealShare.BioGel

Extends
Projectile

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile
      |   
      +-- UnrealShare.BioGel

Direct Known Subclasses:

BarrelSludge, BigBioGel, BioDrop

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
floatBaseOffset
boolbCheckedSurface
boolbOnGround
intnumBio
vectorSurfaceNormal
floatwallTime
Inherited Variables from Engine.Projectile
Damage, ExplosionDecal, ExploWallOut, ImpactSound, LastHitActor, MaxSpeed, MiscSound, MomentumTransfer, MyDamageType, SpawnSound, Speed
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 AnimEnd ()))
OnSurface
function BeginState ()))
Exploding
function BeginState ()))
Flying
function BeginState ()))
OnSurface
function CheckSurface ()))
OnSurface
function HitWall (vector HitNormal, actor Wall ))
Flying
function PostBeginPlay ()))
function ProcessTouch (Actor Other, vector HitLocation))
Flying
function ProcessTouch (Actor Other, vector HitLocation))
OnSurface
function SetWall (vector HitNormal, Actor Wall))
function TakeDamage (int NDamage, Pawn instigatedBy, Vector hitlocation, vector momentum, name damageType ))
function Timer ()))
function Timer ()))
Flying
function Timer ()))
OnSurface
function ZoneChange (Zoneinfo NewZone ))
Flying
Inherited Functions from Engine.Projectile
EffectIsRelevant, EncroachingOn, Explode, GetHitTexture, HitWall, HurtRadiusProj, ProcessTouch, RandSpin, Touch
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
Exploding Source code
state Exploding
BeginState
Flying Source code
auto state Flying
BeginState, HitWall, ProcessTouch, Timer, ZoneChange
OnSurface Source code
state OnSurface
AnimEnd, BeginState, CheckSurface, ProcessTouch, Timer


Variables Detail

BaseOffset Source code

var float BaseOffset;

bCheckedSurface Source code

var bool bCheckedSurface;

bOnGround Source code

var bool bOnGround;

numBio Source code

var int numBio;

SurfaceNormal Source code

var vector SurfaceNormal;

wallTime Source code

var float wallTime;


Functions Detail

AnimEnd OnSurface Source code

simulated function AnimEnd ( ) )

BeginState Exploding Source code

function BeginState ( ) )

BeginState Flying Source code

function BeginState ( ) )

BeginState OnSurface Source code

function BeginState ( ) )

CheckSurface OnSurface Source code

simulated function CheckSurface ( ) )

HitWall Flying Source code

simulated function HitWall ( vector HitNormal, actor Wall ) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

ProcessTouch Flying Source code

function ProcessTouch ( Actor Other, vector HitLocation) )

ProcessTouch OnSurface Source code

function ProcessTouch ( Actor Other, vector HitLocation) )

SetWall Source code

simulated function SetWall ( vector HitNormal, Actor Wall) )

TakeDamage Source code

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

Timer Source code

function Timer ( ) )

Timer Flying Source code

function Timer ( ) )

Timer OnSurface Source code

function Timer ( ) )

ZoneChange Flying Source code

simulated function ZoneChange ( Zoneinfo NewZone ) )


Defaultproperties

defaultproperties
{
				numBio=7
				speed=800.000000
				MaxSpeed=1500.000000
				Damage=40.000000
				MomentumTransfer=20000
				MyDamageType="Corroded"
				ImpactSound=Sound'UnrealShare.BioRifle.GelHit'
				MiscSound=Sound'UnrealShare.General.Explg02'
				bNetTemporary=False
				Physics=PHYS_Falling
				RemoteRole=ROLE_SimulatedProxy
				LifeSpan=12.000000
				AnimSequence="Flying"
				Mesh=LodMesh'UnrealShare.BioRGel'
				bUnlit=True
				CollisionRadius=2.000000
				CollisionHeight=2.000000
				bProjTarget=True
				LightType=LT_Steady
				LightEffect=LE_NonIncidence
				LightBrightness=70
				LightHue=91
				LightRadius=3
				bBounce=True
				Buoyancy=170.000000
}

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Creation time: zo 11-11-2012 21:14:08.194 - Created with UnCodeX