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

UE1:Decoration (RTNP)

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RTNP Object >> Actor >> Decoration
Package: 
Engine
Direct subclasses:
Barrel, BloodBlob, Book, Boulder, BubbleGenerator, Candle2, Candle, Cannon, Carcass, Chair, Chest, Copter, Cryopod, Plant2, Dice, DripGenerator, EscapePod, Fan2, Flag1, Flag2, Flag3, FrozenMesh, Knife, InterpolatingObject, IntroShip, Lamp1, Lamp4, Lantern2, Lantern, MeltedPuddle, MonkStatue, Moon, Naliskel, Panel, Plant1, Plant3, Plant4, Plant5, Plant6, Plant7, Robot, ScaledSprite, Sconce, Scoutpad, Scoutship, Scoutshp, SeaWeed, Sign1, SludgeBarrel, Spaceship, SteelBarrel, SteelBox, Table, Tapestry1, TransitionDecoration, Tree, UPakDecoration, UPakTranslator, Urn, Vase, Wire, WoodenBox
This class in other games:
U1, UT, UE2Runtime, U2XMP, UT2003, UT2004, U2

Decoration.

Properties[edit]

Property group 'Decoration'[edit]

bOnlyTriggerable[edit]

Type: bool


bPushable[edit]

Type: bool


content2[edit]

Type: class<Inventory>


content3[edit]

Type: class<Inventory>


contents[edit]

Type: class<Inventory>


EffectWhenDestroyed[edit]

Type: class<Actor>


EndPushSound[edit]

Type: Sound


PushSound[edit]

Type: Sound


Internal variables[edit]

bBobbing[edit]

Type: bool


bPushSoundPlaying[edit]

Type: bool


bSplash[edit]

Type: bool


bWasCarried[edit]

Type: bool


numLandings[edit]

Type: int

Modifiers: const

Used by engine physics.

Default values[edit]

Property Value
bStasis True
bStatic True
Mass 0.0
Texture None

Functions[edit]

Events[edit]

BaseChange[edit]

singular event BaseChange ()

Overrides: Actor.BaseChange


Bump[edit]

event Bump (Actor Other)

Overrides: Actor.Bump


Destroyed[edit]

event Destroyed ()

Overrides: Actor.Destroyed


Landed[edit]

event Landed (Object.Vector HitNormall)

Overrides: Actor.Landed


Timer[edit]

event Timer ()

Overrides: Actor.Timer


Trigger[edit]

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger


ZoneChange[edit]

singular event ZoneChange (ZoneInfo NewZone)

Overrides: Actor.ZoneChange


Other instance functions[edit]

FollowHolder[edit]

simulated function FollowHolder (Actor Other)


Frag[edit]

simulated function Frag (class<FragmentFragType, Object.Vector Momentum, float DSize, int NumFrags)


skinnedFrag[edit]

simulated function skinnedFrag (class<FragmentFragType, Texture FragSkin, Object.Vector Momentum, float DSize, int NumFrags)