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eq2.StaticForceWall

Extends
ForceWall

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Brush
      |   
      +-- Engine.Volume
         |   
         +-- Engine.BlockingVolume
            |   
            +-- Legend.DynamicBlockingVolume
               |   
               +-- Deployables.ForceWall
                  |   
                  +-- eq2.StaticForceWall

Variables Summary
ColorMyColor
Inherited Variables from Deployables.ForceWall
bBatchedDamageHandlerEnabled, bClientCollision, BeamCount, bEnabled, BottomOffset, bServerCollision, ClientNumTransitions, CurrentColor, DamageAccumulator, DamageFilterClass, DamageTransferPct, DefaultBeamCount, DefaultColorBlue, DefaultColorNA, DefaultColorRed, DeployableAddPctPer, Description, DesiredColor, DisabledColor, ElapsedTransitionTime, EndFG, EndFGLocation, EnergyCostPerSec, FieldHeight, HitColor, LastInstigatedBy, MaxBeamCount, MaxDamageFromVehicle, MinBeamCount, MyBeams, MyProxyPawn, PendingTransitionType, ServerNumTransitions, StartColor, StartFG, StartFGLocation, TeamIndex, TransitionTime, TransitionTime_Disable, TransitionTime_Enable, TransitionTime_Hit, TransitionTime_Init, UsableDistance, VehicleDamageBaseMass, VehicleDamageBaseSpeed, VehicleDamageRatio, WallHeight, WallRadius

Enumerations Summary
Inherited Enumerations from Deployables.ForceWall
FWTransition

Functions Summary
functionColor GetDefaultColor ()
function SetMyColor (byte red, byte green, byte blue)
functioninterface string (( Controller User)
function TakeDamage (int Damage, Pawn InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType)
Inherited Functions from Deployables.ForceWall
BatchedDamageHandler, BlendColors, CanHit, CheckForEncroachingPawns, CheckForEncroachment, CheckIntersect, ClientDisableCollision, ClientEnableCollision, CreateCollision, CreateVisualEffect, DamageEncroacher, Destroyed, DisableCollision, DisableUnit, EnableCollision, EnableUnit, EncroachingOn, EndTransition, ForceWallKilled, GetColorString, GetConsumerClassIndex, GetDefaultColor, GetTeam, Initialize, IntersectsTeleporters, IsEnabled, OnUse, PostBeginPlay, PostNetReceive, PreBeginPlay, RegisterConsumer, ReplicationReady, ReplicationReadyCheck, SameTeam, SetColor, SetEnabled, SetTeam, SetupClient, SetupTransition, StartTransition, string, TakeDamage, Tick, TookHit, Touch, TouchedByVehicle, UnRegisterConsumer, UpdateTransition
Inherited Functions from Legend.DynamicBlockingVolume
SetFaces


Variables Detail

MyColor Source code

var Color MyColor;


Functions Detail

GetDefaultColor Source code

simulated function Color GetDefaultColor ( )

SetMyColor Source code

simulated function SetMyColor ( byte red, byte green, byte blue )

string Source code

function interface string ( ( Controller User )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType )


Defaultproperties

defaultproperties
{
    Description="Force Wall"
    DefaultColorRed=(G=255)
    DefaultColorBlue=(B=0,G=255,R=255)
    EnergyCostPerSec=0.000000
    TeamIndex=255
    bUsable=False
    bAlwaysRelevant=True
    bAlwaysRelevantToOwner=True
    bAlwaysRelevantToInstigator=True
}

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Creation time: Tue 27/4/2010 03:12:39.791 - Created with UnCodeX