UE1:TracerStreak (RTNP)
- Package:
- UPak
- Direct subclass:
- CARTracerStreak
- This class in other games:
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TracerStreak.uc $Author: Deb $ $Date: 4/23/99 12:13p $ $Revision: 1 $ Description: Effect for simulating a tracer bullet. How to use this class:
+ Spawn it. + Set the endpoints for where the streak will be drawn from/to in the same tick. + The fading process is automatically started on the next tick. How this class works:
+ Connects the two endpoints with large segments. + Starting with the first segment, it is broken into two parts. + Then of those two new segments, the first one is broken into two parts. + Then of those two new segments, the first one is faded out. (Using ScaleGlow/Translucency). + Once the first segment is completely faded away, the second is faded out. + Then the second (next larger) segment is broken in two and those are faded out. + This continues until all the segments are faded out.
Properties[edit]
Property group 'TracerStreak'[edit]
End[edit]
Type: Object.Vector
SegmentType[edit]
Start[edit]
Type: Object.Vector
Internal variables[edit]
bFinished[edit]
Type: bool
CurrentSegment[edit]
Type: TracerSeg
LastSegment[edit]
Type: TracerSeg
ObstructionLocation[edit]
Type: Object.Vector
Default values[edit]
Property | Value |
---|---|
bAlwaysRelevant | True |
bHidden | True |
DrawType | DT_Sprite |
RemoteRole | ROLE_SimulatedProxy |
Functions[edit]
Static functions[edit]
VectorAproxEqual[edit]
Events[edit]
Tick[edit]
Overrides: Actor.Tick
Other instance functions[edit]
FinishedFading[edit]
SetEndpoints[edit]
States[edit]
Fading[edit]
Modifiers: simulated
Fading.BeginState[edit]
Overrides: Object.BeginState (global)
Fading.FinishedFading[edit]
Overrides: FinishedFading (global)