I don't need to test my programs. I have an error-correcting modem.
UE1:GuidedWarShell (UT)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> Actor >> Projectile >> WarShell >> GuidedWarShell |
Contents
- Package:
- BotPack
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
GuidedWarShell.
Properties[edit]
bDestroyed[edit]
Type: bool
bUpdatePosition[edit]
Type: bool
ClientBuffer[edit]
Type: float
CurrentTimeStamp[edit]
Type: float
FreeMoves[edit]
Type: SavedMove
GuidedRotation[edit]
Type: Object.Rotator
Guider[edit]
Type: Pawn
LastUpdateTime[edit]
Type: float
OldGuiderRotation[edit]
Type: Object.Rotator
RealLocation[edit]
Type: Object.Vector
RealVelocity[edit]
Type: Object.Vector
SavedMoves[edit]
Type: SavedMove
ServerUpdate[edit]
Type: float
Default values[edit]
Property | Value |
---|---|
NetPriority | 3.0 |
RemoteRole | ROLE_DumbProxy |
Functions[edit]
Events[edit]
Destroyed[edit]
simulated event Destroyed ()
Overrides: WarShell.Destroyed
Tick[edit]
simulated event Tick (float DeltaTime)
Overrides: Actor.Tick
Timer[edit]
simulated event Timer ()
Overrides: WarShell.Timer
Other instance functions[edit]
ClientAdjustPosition[edit]
simulated function ClientAdjustPosition (float TimeStamp, float NewLocX, float NewLocY, float NewLocZ, float NewVelX, float NewVelY, float NewVelZ)
ClientUpdatePosition[edit]
simulated function ClientUpdatePosition ()
GetFreeMove[edit]
simulated function SavedMove GetFreeMove ()
MoveRocket[edit]
simulated function MoveRocket (float DeltaTime, Object.Vector CurrentVelocity, Object.Rotator GuideRotation)
PostRender[edit]
simulated function PostRender (Canvas Canvas)
ServerMove[edit]
States[edit]
Flying[edit]
Inherits from: WarShell.Flying
Modifiers: auto
Flying.BeginState[edit]
event BeginState ()
Overrides: WarShell.Flying.BeginState