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UnrealShare.BioGel

Extends
Projectile

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

Direct Known Subclasses:

BarrelSludge, BigBioGel, BioDrop

Variables Summary
floatBaseOffset
boolbCheckedSurface
boolbOnGround
intnumBio
vectorSurfaceNormal
floatwallTime
Inherited Variables from Engine.Projectile
Damage, ExploWallOut, ImpactSound, MaxSpeed, MiscSound, MomentumTransfer, SpawnSound, Speed
Inherited Variables from Engine.Actor
Acceleration, AmbientGlow, AmbientSound, AnimFrame, AnimLast, AnimMinRate, AnimRate, AnimSequence, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAnimFinished, bAnimLoop, bAnimNotify, Base, bAssimilated, bBlockActors, bBlockPlayers, bBounce, bCanTeleport, bCarriedItem, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDeleteMe, 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, bNetSee, bNetSpecial, bNetTemporary, bNoDelete, bNoSmooth, bOnlyOwnerSee, bParticles, bProjTarget, bRotateToDesired, Brush, bSelected, bShadowCast, bSimulatedPawn, bSinglePlayer, bSpecialLit, bStasis, bStatic, bTempEditor, bTicked, bTimerLoop, 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, NetPriority, NetTag, OddsOfAppearing, OldAnimRate, OldLocation, OtherTag, Owner, PhysAlpha, Physics, PhysRate, PrePivot, Region, RemoteRole, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skin, SoundPitch, SoundRadius, SoundVolume, SpecialTag, Sprite, StandingCount, Style, Tag, Target, Texture, TimerCounter, TimerRate, Touching[4], TransientSoundRadius, TransientSoundVolume, TweenRate, Velocity, 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 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
EncroachingOn, Explode, HitWall, ProcessTouch, RandSpin, Touch
Inherited Functions from Engine.Actor
!=, *, *=, +, +=, -, -=, / , /=, <<, ==, >>, AllActors, AnimEnd, Attach, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BroadcastMessage, Bump, ChildActors, Cross, Destroy, Destroyed, Detach, Dot, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Expired, Falling, FellOutOfWorld, FinishAnim, FinishInterpolation, GainedChild, GetAnimGroup, GetAxes, GetUnAxes, HitWall, HurtRadius, InterpolateEnd, Invert, IsA, IsAnimating, KillCredit, KilledBy, Landed, LoopAnim, LostChild, MakeNoise, MirrorVectorByNormal, Move, MoveSmooth, Normal, PlayAnim, PlayerCanSeeMe, PlaySound, PostBeginPlay, PostTeleport, PreBeginPlay, PreTeleport, RadiusActors, RotRand, SetBase, SetCollision, SetCollisionSize, 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, VRand, VSize, 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
     ImpactSound=Sound'UnrealShare.BioRifle.GelHit'
     MiscSound=Sound'UnrealShare.General.Explg02'
     bNetTemporary=False
     Physics=PHYS_Falling
     RemoteRole=ROLE_SimulatedProxy
     LifeSpan=12.000000
     AnimSequence=Flying
     Mesh=Mesh'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: Sun 21/2/2010 23:49:46.173 - Created with UnCodeX