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DeusEx.Fireball

Extends
DeusExProjectile

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile
      |   
      +-- DeusEx.DeusExProjectile
         |   
         +-- DeusEx.Fireball

Direct Known Subclasses:

FireballRocket

Variables Summary
Fireball
floatmpDamage
Inherited Variables from DeusEx.DeusExProjectile
AccurateRange, bAggressiveExploded, bBlood, bDebris, bEmitDanger, bExplodes, bHadLocalTarget, bHasNetworkTarget, bIgnoresNanoDefense, blastRadius, bStickToWall, bStuck, bTracking, damagee, damageType, gradualHurtCounter, gradualHurtSteps, initDir, initLoc, itemArticle, itemName, LastSeenLoc, MaxDrawScale, MaxRange, MinDrawScale, NetworkTargetLoc, spawnAmmoClass, spawnWeaponClass, Target, time
Inherited Variables from Engine.Projectile
Damage, ExplosionDecal, ExploWallOut, ImpactSound, MaxSpeed, MiscSound, MomentumTransfer, MyDamageType, SpawnSound, Speed

Functions Summary
function PreBeginPlay ()))
function Tick (float deltaTime))
function ZoneChange (ZoneInfo NewZone))
Inherited Functions from DeusEx.DeusExProjectile
AcquireMPTargetLocation, BeginState, DamageRing, DrawExplosionEffects, Explode, Frob, GrabProjectile, HitWall, PlayImpactSound, PostBeginPlay, ProcessTouch, SpawnBlood, SpawnEffects, Tick, Timer
Inherited Functions from Engine.Projectile
EncroachingOn, Explode, HitWall, ProcessTouch, RandSpin, Touch


Variables Detail

Fireball

mpDamage Source code

var(Fireball) float mpDamage;


Functions Detail

PreBeginPlay Source code

simulated function PreBeginPlay ( ) )

Tick Source code

simulated function Tick ( float deltaTime) )

ZoneChange Source code

function ZoneChange ( ZoneInfo NewZone) )


Defaultproperties

defaultproperties
{
     mpDamage=5.000000
     blastRadius=1.000000
     DamageType=Flamed
     AccurateRange=320
     maxRange=320
     bIgnoresNanoDefense=True
     ItemName="Fireball"
     ItemArticle="a"
     speed=800.000000
     MaxSpeed=800.000000
     Damage=5.000000
     MomentumTransfer=500
     ExplosionDecal=Class'DeusEx.BurnMark'
     LifeSpan=0.500000
     DrawType=DT_Sprite
     Style=STY_Translucent
     Texture=FireTexture'Effects.Fire.flame_b'
     DrawScale=0.050000
     bUnlit=True
     LightType=LT_Steady
     LightEffect=LE_NonIncidence
     LightBrightness=200
     LightHue=16
     LightSaturation=32
     LightRadius=2
}

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Creation time: Mon 8/11/2021 16:31:06.876 - Created with UnCodeX