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UPak.GLGrenade

Extends
Projectile

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile
      |   
      +-- UPak.GLGrenade

Direct Known Subclasses:

GLDetGrenade

Variables Summary
LocationAvoiderAvoidThisSpot
boolbAvoiderSet
boolbBubbling
boolbCanHitOwner
boolbHitWater
boolbSmoking
boolbVelDecreaser
floatCount
intNumExtraGrenades
floatSmokeRate
floatTrailModifier
ScriptedPawnWarnTarget
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 BeginPlay ()
event Destroyed ()
function Explosion (vector HitLocation)
function HitWall (vector HitNormal, actor Wall)
function Landed (vector HitNormal)
function PostBeginPlay ()
function ProcessTouch (actor Other, vector HitLocation)
event TakeDamage (int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType)
function Tick (float DeltaTime)
function Timer ()
function ZoneChange (Zoneinfo NewZone)
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


Variables Detail

AvoidThisSpot Source code

var LocationAvoider AvoidThisSpot;

bAvoiderSet Source code

var bool bAvoiderSet;

bBubbling Source code

var bool bBubbling;

bCanHitOwner Source code

var bool bCanHitOwner;

bHitWater Source code

var bool bHitWater;

bSmoking Source code

var bool bSmoking;

bVelDecreaser Source code

var bool bVelDecreaser;

Count Source code

var float Count;

NumExtraGrenades Source code

var int NumExtraGrenades;

SmokeRate Source code

var float SmokeRate;

TrailModifier Source code

var float TrailModifier;

WarnTarget Source code

var ScriptedPawn WarnTarget;


Functions Detail

BeginPlay Source code

simulated function BeginPlay ( )

Destroyed Source code

event Destroyed ( )

Explosion Source code

simulated function Explosion ( vector HitLocation )

HitWall Source code

simulated function HitWall ( vector HitNormal, actor Wall )

Landed Source code

simulated function Landed ( vector HitNormal )

PostBeginPlay Source code

function PostBeginPlay ( )

ProcessTouch Source code

simulated function ProcessTouch ( actor Other, vector HitLocation )

TakeDamage Source code

event TakeDamage ( int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, name DamageType )

Tick Source code

simulated function Tick ( float DeltaTime )

Timer Source code

simulated function Timer ( )

ZoneChange Source code

simulated function ZoneChange ( Zoneinfo NewZone )


Defaultproperties

defaultproperties
{
     speed=600.000000
     MaxSpeed=1000.000000
     Damage=90.000000
     MomentumTransfer=75000
     ImpactSound=Sound'UPak.GrenadeLauncher.GrenadeHit'
     bNetTemporary=False
     Physics=PHYS_Falling
     RemoteRole=ROLE_SimulatedProxy
     AnimSequence=WingIn
     Texture=Texture'UPak.Grenade.Jgrenade1'
     Skin=Texture'UPak.Grenade.Jgrenade1'
     Mesh=LodMesh'UPak.Grenade'
     DrawScale=1.500000
     AmbientGlow=128
     SoundRadius=64
     SoundPitch=128
     CollisionRadius=4.600000
     CollisionHeight=4.750000
     bProjTarget=True
     bBounce=True
     bFixedRotationDir=True
     Mass=25.000000
     DesiredRotation=(Pitch=12000)
}

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Creation time: za 22-4-2006 13:29:17.875 - Created with UnCodeX