I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

UE1:Carcass (RTNP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
RTNP Object >> Actor >> Decoration >> Carcass
Package: 
Engine
Direct subclasses:
CreatureCarcass, CreatureChunks
This class in other games:
U1, UT

Carcass.

Properties[edit]

Property group 'Carcass'[edit]

bReducedHeight[edit]

Type: bool


flies[edit]

Type: byte


rats[edit]

Type: byte


Internal variables[edit]

bDecorative[edit]

Type: bool


Default value: True

bPlayerCarcass[edit]

Type: bool


bSlidingCarcass[edit]

Type: bool


Bugs[edit]

Type: Pawn


CumulativeDamage[edit]

Type: int


PlayerOwner[edit]

Type: PlayerReplicationInfo


Default values[edit]

Property Value
AnimFrame 0.9
AnimSequence 'Dead'
bCollideActors True
bCollideWorld True
bProjTarget True
bStasis False
bStatic False
Buoyancy 105.0
CollisionHeight 4.0
CollisionRadius 18.0
DrawType DT_Mesh
LifeSpan 180.0
Mass 180.0
Physics PHYS_Falling
Texture Texture'Engine.S_Corpse'

Functions[edit]

Static functions[edit]

AllowChunk[edit]

static simulated function bool AllowChunk (int N, name A)


Events[edit]

Destroyed[edit]

event Destroyed ()

Overrides: Decoration.Destroyed


TakeDamage[edit]

event TakeDamage (int Damage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, name damageType)

Overrides: Actor.TakeDamage


Other instance functions[edit]

ChunkUp[edit]

function ChunkUp (int Damage)


CreateReplacement[edit]

function CreateReplacement ()


Initfor[edit]

function Initfor (Actor Other)


States[edit]

Dead[edit]

Dead.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


Dead.Timer[edit]

event Timer ()

Overrides: Decoration.Timer (global)


Dead.AddFliesAndRats[edit]

function AddFliesAndRats ()


Dead.CheckZoneCarcasses[edit]

function CheckZoneCarcasses ()


Dying[edit]

Modifiers: auto

Ignores: TakeDamage