My program doesn't have bugs. It just develops random features.

UE1:GLGrenade (RTNP)

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RTNP Object >> Actor >> Projectile >> GLGrenade

Contents

Package: 
UPak
Direct subclass:
GLDetGrenade

GLGrenade.uc $Author: Deb $ $Date: 4/23/99 12:13p $ $Revision: 1 $

[edit] Properties

[edit] AvoidThisSpot

Type: LocationAvoider


[edit] bAvoiderSet

Type: bool


[edit] bBubbling

Type: bool


[edit] bCanHitOwner

Type: bool


[edit] bHitWater

Type: bool


[edit] bSmoking

Type: bool


[edit] bVelDecreaser

Type: bool


[edit] Count

Type: float


[edit] NumExtraGrenades

Type: int


[edit] SmokeRate

Type: float


[edit] TrailModifier

Type: float


[edit] WarnTarget

Type: ScriptedPawn

warn this pawn away

[edit] Default values

Property Value
AmbientGlow 128
AnimSequence 'WingIn'
bBounce True
bFixedRotationDir True
bNetTemporary False
bProjTarget True
CollisionHeight 4.75
CollisionRadius 4.6
Damage 90.0
DesiredRotation
Member Value
Pitch 12000
DrawScale 1.5
ImpactSound Sound'UPak.GrenadeLauncher.GrenadeHit'
Mass 25.0
MaxSpeed 1000.0
Mesh LodMesh'UPak.Grenade'
MomentumTransfer 75000
Physics PHYS_Falling
RemoteRole ROLE_SimulatedProxy
Skin Texture'UPak.Grenade.Jgrenade1'
SoundPitch 128
SoundRadius 64
Speed 600.0
Texture Texture'UPak.Grenade.Jgrenade1'

[edit] Functions

[edit] Events

[edit] BeginPlay

simulated event BeginPlay ()

Overrides: Actor.BeginPlay


[edit] Destroyed

event Destroyed ()

Overrides: Actor.Destroyed


[edit] HitWall

simulated event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Projectile.HitWall


[edit] Landed

simulated event Landed (Object.Vector HitNormal)

Overrides: Actor.Landed


[edit] PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] TakeDamage

event TakeDamage (int Damage, Pawn EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, name DamageType)

Overrides: Actor.TakeDamage


[edit] Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


[edit] Timer

simulated event Timer ()

Overrides: Actor.Timer


[edit] ZoneChange

simulated event ZoneChange (ZoneInfo NewZone)

Overrides: Actor.ZoneChange


[edit] Other instance functions

[edit] Explosion

simulated function Explosion (Object.Vector HitLocation)


[edit] ProcessTouch

simulated function ProcessTouch (Actor Other, Object.Vector HitLocation)

Overrides: Projectile.ProcessTouch