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DeusEx.ThrownProjectile

Extends
DeusExProjectile
Modifiers
abstract

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

Direct Known Subclasses:

EMPGrenade, GasGrenade, LAM, NanoVirusGrenade, SpyDrone

Variables Summary
boolbDoExplode
floatbeepTime
boolbFirstHit
floatproxCheckTime
floatskillAtSet
floatskillTime
intteam
ThrownProjectile
floatAISoundLevel
boolbArmed
boolbDamaged
boolbDisabled
boolbHighlight
boolbProximityTriggered
floatElasticity
class<Fragment>FragmentClass
floatfuseLength
floatproxRadius
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 BeginPlay ()))
function Explode (vector HitLocation, vector HitNormal))
Flying
function Frob (Actor Frobber, Inventory frobWith))
function HitWall (vector HitNormal, actor HitWall))
Flying
function PlayBeepSound (float Range, float Pitch, float volume ))
function PlayImpactSound ()))
function ReEnable ()))
function SpawnEffects (Vector HitLocation, Vector HitNormal, Actor Other))
function SpawnTearGas ()))
function TakeDamage (int Damage, Pawn instigatedBy, Vector HitLocation, Vector Momentum, name damageType))
function Tick (float deltaTime))
function Timer ()))
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

States Summary
Flying Source code
auto simulated state Flying
Explode, HitWall


Variables Detail

bDoExplode Source code

var bool bDoExplode;

beepTime Source code

var float beepTime;

bFirstHit Source code

var bool bFirstHit;

proxCheckTime Source code

var float proxCheckTime;

skillAtSet Source code

var float skillAtSet;

skillTime Source code

var float skillTime;

team Source code

var int team;

ThrownProjectile

AISoundLevel Source code

var(ThrownProjectile) float AISoundLevel;

bArmed Source code

var(ThrownProjectile) bool bArmed;

bDamaged Source code

var(ThrownProjectile) bool bDamaged;

bDisabled Source code

var(ThrownProjectile) bool bDisabled;

bHighlight Source code

var(ThrownProjectile) bool bHighlight;

bProximityTriggered Source code

var(ThrownProjectile) bool bProximityTriggered;

Elasticity Source code

var(ThrownProjectile) float Elasticity;

FragmentClass Source code

var(ThrownProjectile) class<Fragment> FragmentClass;

fuseLength Source code

var(ThrownProjectile) float fuseLength;

proxRadius Source code

var(ThrownProjectile) float proxRadius;


Functions Detail

BeginPlay Source code

simulated function BeginPlay ( ) )

Explode Flying Source code

simulated function Explode ( vector HitLocation, vector HitNormal) )

Frob Source code

function Frob ( Actor Frobber, Inventory frobWith) )

HitWall Flying Source code

simulated function HitWall ( vector HitNormal, actor HitWall) )

PlayBeepSound Source code

function PlayBeepSound ( float Range, float Pitch, float volume ) )

PlayImpactSound Source code

function PlayImpactSound ( ) )

ReEnable Source code

function ReEnable ( ) )

SpawnEffects Source code

simulated function SpawnEffects ( Vector HitLocation, Vector HitNormal, Actor Other) )

SpawnTearGas Source code

function SpawnTearGas ( ) )

TakeDamage Source code

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

Tick Source code

simulated function Tick ( float deltaTime) )

Timer Source code

simulated function Timer ( ) )

ZoneChange Source code

simulated singular function ZoneChange ( ZoneInfo NewZone ) )


Defaultproperties

defaultproperties
{
     elasticity=0.500000
     fuseLength=5.000000
     FragmentClass=Class'DeusEx.Rockchip'
     proxRadius=64.000000
     bFirstHit=True
     bHighlight=True
     AISoundLevel=1.000000
     bExplodes=True
     bBlood=True
     bDebris=True
     blastRadius=512.000000
     DamageType=exploded
     ItemName="ERROR ThrownProjectile Default-Report as bug!"
     ItemArticle="a"
     ImpactSound=Sound'DeusExSounds.Generic.LargeExplosion1'
     MiscSound=Sound'DeusExSounds.Generic.MetalBounce1'
     Physics=PHYS_Falling
     CollisionRadius=2.000000
     CollisionHeight=2.000000
     bBounce=True
     bFixedRotationDir=True
}

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Creation time: Mon 8/11/2021 16:31:16.430 - Created with UnCodeX