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

UE2:ProjectileLeech (U2XMP)

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U2XMP Object >> Actor >> Projectile >> U2Projectile >> ProjectileLeech
Package: 
U2Weapons

projectileLeech.uc $Author: Mfox $ $Date: 3/03/03 5:41p $ $Revision: 24 $

Properties[edit]

Property group 'projectileLeech'[edit]

AttackSound[edit]

Type: Sound


Default value: Sound'U2WeaponsA.LeechGun.LG_Attack'

DamagePerSecond[edit]

Type: Object.Range


Default value:

Member Value
A 9.0
B 18.0

DamageSpeedRng[edit]

Type: Object.Range


Default value:

Member Value
B 500.0

Internal variables[edit]

CurrentState[edit]

Type: name


DamageTimeAccum[edit]

Type: float


Victim[edit]

Type: Pawn


Default values[edit]

Property Value
DrawScale 0.2
ImpactSound Sound'U2WeaponsA.LeechGun.LG_Bounce'
LifeSpan 20.0
MaxSpeed 800.0
Mesh LegendMesh'GlmWeaponsG.LG_Leech'
MyDamageType Class'U2.DamageTypeLeechGun'
ParticleEffect ParticleSalamander'LeechFX.ParticleSalamander0'
ShakeDuration 0.3
ShakeMagnitude 10.0
ShakeRadius 128.0
Speed 800.0

Functions[edit]

Events[edit]

Replication[edit]

event Replication ()

Overrides: Projectile.Replication


Other instance functions[edit]

ClientAttack[edit]

simulated function ClientAttack (Pawn NewVictim)


PostRecvState[edit]

simulated function PostRecvState ()


ProcessTouch[edit]

function ProcessTouch (Actor Other, Object.Vector HitLocation)

Overrides: U2Projectile.ProcessTouch


States[edit]

Attacking[edit]

Modifiers: simulated

Ignores: TakeDamage

Attacking.BeginState[edit]

simulated event BeginState ()

Overrides: Object.BeginState (global)


Attacking.EndState[edit]

simulated event EndState ()

Overrides: Object.EndState (global)


Attacking.Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


Attacking.GetSecondsPerDamage[edit]

simulated function float GetSecondsPerDamage ()