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Engine.Fragment

Extends
Projectile

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile
      |   
      +-- Engine.Fragment

Direct Known Subclasses:

Fragment1, GlassFragments, WallFragments, WoodFragments

Variables Summary
boolbFirstHit
intnumFragmentTypes
Fragment
MESHFragments[11]
Inherited Variables from Engine.Projectile
Damage, ExploWallOut, ImpactSound, MaxSpeed, MiscSound, MomentumTransfer, MyDamageType, SpawnSound, Speed
Inherited Variables from Engine.Actor
Acceleration, AmbientGlow, AmbientSound, AnimFrame, AnimLast, AnimMinRate, AnimRate, AnimSequence, AttachTag, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAnimByOwner, bAnimFinished, bAnimLoop, bAnimNotify, Base, bAssimilated, bBlockActors, bBlockPlayers, bBounce, bCanTeleport, bCarriedItem, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDeleteMe, bDemoRecording, bDifficulty0, bDifficulty1, bDifficulty2, bDifficulty3, bDirectional, bDynamicLight, bEdLocked, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForcePhysicsUpdate, bForceStasis, bGameRelevant, bHidden, bHiddenEd, bHighDetail, bHighlighted, bHurtEntry, bInterpolating, bIsItemGoal, bIsKillGoal, bIsMover, bIsPawn, bIsSecretGoal, bJustTeleported, bLensFlare, bLightChanged, bMemorized, bMeshCurvy, bMeshEnviroMap, bMovable, bNet, bNetFeel, bNetHear, bNetInitial, bNetOptional, bNetOwner, bNetRelevant, bNetSee, bNetSpecial, bNetTemporary, bNoDelete, bNoSmooth, bOnlyOwnerSee, bOwnerNoSee, bParticles, bProjTarget, bRandomFrame, bReplicateInstigator, bRotateToDesired, Brush, bSelected, bShadowCast, bSimulatedPawn, bSinglePlayer, bSpecialLit, bStasis, bStatic, bTempEditor, bTicked, bTimerLoop, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, Deleted, DesiredRotation, DodgeDir, DrawScale, DrawType, Event, ExtraTag, Fatness, Group, InitialState, Instigator, Inventory, LatentActor, LatentByte, LatentFloat, LatentInt, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightRadius, LightSaturation, LightType, Location, Mass, Mesh, MiscNumber, MultiSkins[8], NetPriority, NetTag, NetUpdateFrequency, OddsOfAppearing, OldAnimRate, OldLocation, OtherTag, Owner, PhysAlpha, Physics, PhysRate, PrePivot, Region, RemoteRole, RenderInterface, RenderIteratorClass, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skin, SoundPitch, SoundRadius, SoundVolume, SpecialTag, Sprite, 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
PointRegion

Functions Summary
function BeginState ()
Dying
function BeginState ()
Flying
function CalcVelocity (vector Momentum, float ExplosionSize)
function HitWall (vector HitNormal, actor HitWall)
function HitWall (vector HitNormal, actor HitWall)
Dying
function PostBeginPlay ()
function TakeDamage (int Dam, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
Dying
function timer ()
Dying
function timer ()
Flying
function Touch (actor Other)
Flying
function ZoneChange (ZoneInfo NewZone)
Flying
Inherited Functions from Engine.Projectile
EncroachingOn, Explode, HitWall, ProcessTouch, RandSpin, Touch
Inherited Functions from Engine.Actor
AllActors, AnimEnd, Attach, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BroadcastMessage, Bump, ChildActors, ConsoleCommand, DemoPlaySound, Destroy, Destroyed, Detach, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Expired, Falling, FellOutOfWorld, FinishAnim, FinishInterpolation, GainedChild, GetAnimGroup, GetHumanName, GetItemName, GetMapName, GetNextInt, GetNextIntDesc, GetNextSkin, GetURLMap, HasAnim, HitWall, HurtRadius, InterpolateEnd, IsAnimating, KillCredit, KilledBy, Landed, LoopAnim, LostChild, MakeNoise, Move, MoveSmooth, PlayAnim, PlayerCanSeeMe, PlaySound, PostBeginPlay, PostTeleport, PreBeginPlay, PreTeleport, RadiusActors, RenderOverlays, RenderTexture, SetBase, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRotation, SetTimer, Sleep, Spawn, Spawned, SpecialHandling, TakeDamage, Tick, Timer, Touch, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TweenAnim, UnTouch, UnTrigger, VisibleActors, VisibleCollidingActors, WriteDeathMessage, ZoneChange

States Summary
Dying Source code
state Dying
BeginState, HitWall, TakeDamage, timer
Flying Source code
auto state Flying
BeginState, timer, Touch, ZoneChange


Variables Detail

bFirstHit Source code

var bool bFirstHit;

numFragmentTypes Source code

var int numFragmentTypes;

Fragment

Fragments[11] Source code

var(Fragment) MESH Fragments[11];


Functions Detail

BeginState Dying Source code

simulated function BeginState ( )

BeginState Flying Source code

simulated function BeginState ( )

CalcVelocity Source code

simulated function CalcVelocity ( vector Momentum, float ExplosionSize )

HitWall Source code

simulated function HitWall ( vector HitNormal, actor HitWall )

HitWall Dying Source code

simulated function HitWall ( vector HitNormal, actor HitWall )

PostBeginPlay Source code

function PostBeginPlay ( )

TakeDamage Dying Source code

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

timer Dying Source code

simulated function timer ( )

timer Flying Source code

simulated function timer ( )

Touch Flying Source code

simulated function Touch ( actor Other )

ZoneChange Flying Source code

simulated singular function ZoneChange ( ZoneInfo NewZone )


Defaultproperties

defaultproperties
{
     bFirstHit=True
     bNetTemporary=False
     bNetOptional=True
     Physics=PHYS_Falling
     RemoteRole=ROLE_SimulatedProxy
     LifeSpan=20.000000
     CollisionRadius=18.000000
     CollisionHeight=4.000000
     bCollideActors=False
     bBounce=True
     bFixedRotationDir=True
     NetPriority=2.000000
}

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Creation time: za 22-4-2006 13:29:17.687 - Created with UnCodeX