My program doesn't have bugs. It just develops random features.
UE1:Decoration (U1)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents |
- Package:
- Engine
- Direct subclasses:
- Barrel, Book, Boulder, BubbleGenerator, Candle2, Candle, Cannon, Carcass, Chair, Chest, Cryopod, Dice, DripGenerator, EscapePod, Fan2, Flag1, Flag2, Flag3, InterpolatingObject, IntroShip, Knife, Lamp1, Lamp4, Lantern2, Lantern, MonkStatue, Moon, Panel, Plant1, Plant2, Plant3, Plant4, Plant5, Plant6, Plant7, Robot, ScaledSprite, Sconce, SeaWeed, Sign1, SludgeBarrel, SteelBarrel, SteelBox, Table, Tapestry1, Tree, Urn, Vase, Wire, WoodenBox
- This class in other games:
- RTNP, U2, U2XMP, UE2Runtime, UT, UT2003, UT2004
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Decoration.
[edit] Properties
[edit] Property group 'Decoration'
[edit] bOnlyTriggerable
Type: bool
[edit] bPushable
Type: bool
[edit] content2
[edit] content3
[edit] contents
[edit] EffectWhenDestroyed
[edit] EndPushSound
Type: Sound
[edit] PushSound
Type: Sound
[edit] Internal variables
[edit] bBobbing
Type: bool
[edit] bPushSoundPlaying
Type: bool
[edit] bSplash
Type: bool
[edit] bWasCarried
Type: bool
[edit] numLandings
Type: int
Modifiers: const
Used by engine physics.
[edit] Default values
| Property | Value |
|---|---|
| bStasis | True |
| bStatic | True |
| Mass | 0.0 |
| Texture | None |
[edit] Functions
[edit] Events
[edit] BaseChange
singular event BaseChange ()
Overrides: Actor.BaseChange
[edit] Bump
event Bump (Actor Other)
Overrides: Actor.Bump
[edit] Destroyed
event Destroyed ()
Overrides: Actor.Destroyed
[edit] Landed
event Landed (Object.Vector HitNormall)
Overrides: Actor.Landed
[edit] Timer
event Timer ()
Overrides: Actor.Timer
[edit] Trigger
Overrides: Actor.Trigger
[edit] ZoneChange
singular event ZoneChange (ZoneInfo NewZone)
Overrides: Actor.ZoneChange
[edit] Other instance functions
[edit] FollowHolder
simulated function FollowHolder (Actor Other)
[edit] Frag
simulated function Frag (class<Fragment> FragType, Object.Vector Momentum, float DSize, int NumFrags)
[edit] skinnedFrag
simulated function skinnedFrag (class<Fragment> FragType, Texture FragSkin, Object.Vector Momentum, float DSize, int NumFrags)
