My program doesn't have bugs. It just develops random features.
UE2:Decoration (UE2Runtime)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- Engine
- Direct subclass:
- ScaledSprite
- This class in other games:
- RTNP, U1, UT, U2XMP, UT2003, UT2004, U2
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Decoration.
Properties[edit]
Property group 'Decoration'[edit]
bDamageable[edit]
Type: bool
bPushable[edit]
Type: bool
contents[edit]
spawned when destroyed
EffectWhenDestroyed[edit]
EndPushSound[edit]
Type: Sound
FragSkin[edit]
Type: Texture
skin to use for fragments
FragType[edit]
type of fragment to use
Health[edit]
Type: int
NumFrags[edit]
Type: int
number of fragments to spawn when destroyed
PushSound[edit]
Type: Sound
SplashTime[edit]
Type: float
Internal variables[edit]
bPushSoundPlaying[edit]
Type: bool
bSplash[edit]
Type: bool
FragMomentum[edit]
Type: Object.Vector
momentum to be imparted to frags when destroyed
numLandings[edit]
Type: int
Modifiers: const
Used by engine physics.
Default values[edit]
Property | Value |
---|---|
bOrientOnSlope | True |
bShouldBaseAtStartup | True |
bStasis | True |
bStatic | True |
DrawType | DT_Mesh |
NetUpdateFrequency | 10.0 |
Functions[edit]
Events[edit]
BaseChange[edit]
singular event BaseChange ()
Overrides: Actor.BaseChange
Bump[edit]
event Bump (Actor Other)
Overrides: Actor.Bump
Destroyed[edit]
simulated event Destroyed ()
Overrides: Actor.Destroyed
HitWall[edit]
event HitWall (Object.Vector HitNormal, Actor Wall)
Overrides: Actor.HitWall
Landed[edit]
event Landed (Object.Vector HitNormal)
Overrides: Actor.Landed
PhysicsVolumeChange[edit]
singular event PhysicsVolumeChange (PhysicsVolume NewVolume)
Overrides: Actor.PhysicsVolumeChange
TakeDamage[edit]
event TakeDamage (int NDamage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageType> damageType)
Overrides: Actor.TakeDamage
Timer[edit]
event Timer ()
Overrides: Actor.Timer
Trigger[edit]
Overrides: Actor.Trigger
Other instance functions[edit]
CanSplash[edit]
function bool CanSplash ()
Overrides: Actor.CanSplash
Drop[edit]
function Drop (Object.Vector newVel)