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DeusEx.SpyDrone

Extends
ThrownProjectile

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile
      |   
      +-- DeusEx.DeusExProjectile
         |   
         +-- DeusEx.ThrownProjectile
            |   
            +-- DeusEx.SpyDrone

Variables Summary
Inherited Variables from DeusEx.ThrownProjectile
AISoundLevel, bArmed, bDamaged, bDisabled, bDoExplode, beepTime, bFirstHit, bHighlight, bProximityTriggered, Elasticity, FragmentClass, fuseLength, proxCheckTime, proxRadius, skillAtSet, skillTime, team
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

Functions Summary
function BeginPlay ()))
function Destroyed ()))
function HitWall (vector HitNormal, actor HitWall))
Flying
function ProcessTouch (Actor Other, Vector HitLocation))
Flying
function TakeDamage (int Damage, Pawn instigatedBy, Vector HitLocation, Vector Momentum, name damageType))
function Tick (float deltaTime))
Inherited Functions from DeusEx.ThrownProjectile
BeginPlay, Explode, Frob, HitWall, PlayBeepSound, PlayImpactSound, ReEnable, SpawnEffects, SpawnTearGas, TakeDamage, Tick, Timer, ZoneChange
Inherited Functions from DeusEx.DeusExProjectile
AcquireMPTargetLocation, BeginState, DamageRing, DrawExplosionEffects, Explode, Frob, GrabProjectile, HitWall, PlayImpactSound, PostBeginPlay, ProcessTouch, SpawnBlood, SpawnEffects, Tick, Timer

States Summary
Flying Source code
auto state Flying
HitWall, ProcessTouch


Functions Detail

BeginPlay Source code

function BeginPlay ( ) )

Destroyed Source code

function Destroyed ( ) )

HitWall Flying Source code

simulated function HitWall ( vector HitNormal, actor HitWall) )

ProcessTouch Flying Source code

function ProcessTouch ( Actor Other, Vector HitLocation) )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector HitLocation, Vector Momentum, name damageType) )

Tick Source code

function Tick ( float deltaTime) )


Defaultproperties

defaultproperties
{
     elasticity=0.200000
     fuseLength=0.000000
     proxRadius=128.000000
     bHighlight=False
     bBlood=False
     bDebris=False
     blastRadius=128.000000
     DamageType=EMP
     bEmitDanger=False
     ItemName="Remote Spy Drone"
     MaxSpeed=0.000000
     Damage=20.000000
     ImpactSound=Sound'DeusExSounds.Generic.SmallExplosion2'
     Physics=PHYS_Projectile
     RemoteRole=ROLE_DumbProxy
     LifeSpan=0.000000
     Mesh=LodMesh'DeusExCharacters.SpyDrone'
     SoundRadius=24
     SoundVolume=192
     AmbientSound=Sound'DeusExSounds.Augmentation.AugDroneLoop'
     CollisionRadius=13.000000
     CollisionHeight=2.760000
     Mass=10.000000
     Buoyancy=2.000000
}

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Creation time: Mon 8/11/2021 16:31:16.136 - Created with UnCodeX