Always snap to grid

UE2:Decoration (UE2Runtime)

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UE2Runtime Object >> Actor >> Decoration
Package: 
Engine
Direct subclass:
ScaledSprite
This class in other games:
RTNP, U1, UT, U2XMP, UT2003, UT2004, U2

Decoration.

Properties

Property group 'Decoration'

bDamageable

Type: bool


bPushable

Type: bool


contents

Type: class<Inventory>

spawned when destroyed

EffectWhenDestroyed

Type: class<Actor>


EndPushSound

Type: Sound


FragSkin

Type: Texture

skin to use for fragments

FragType

Type: class<Fragment>

type of fragment to use

Health

Type: int


NumFrags

Type: int

number of fragments to spawn when destroyed

PushSound

Type: Sound


SplashTime

Type: float


Internal variables

bPushSoundPlaying

Type: bool


bSplash

Type: bool


FragMomentum

Type: Object.Vector

momentum to be imparted to frags when destroyed

numLandings

Type: int

Modifiers: const

Used by engine physics.

Default values

Property Value
bOrientOnSlope True
bShouldBaseAtStartup True
bStasis True
bStatic True
DrawType DT_Mesh
NetUpdateFrequency 10.0

Functions

Events

BaseChange

singular event BaseChange ()

Overrides: Actor.BaseChange


Bump

event Bump (Actor Other)

Overrides: Actor.Bump


Destroyed

simulated event Destroyed ()

Overrides: Actor.Destroyed


HitWall

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall


Landed

event Landed (Object.Vector HitNormal)

Overrides: Actor.Landed


PhysicsVolumeChange

singular event PhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Actor.PhysicsVolumeChange


TakeDamage

event TakeDamage (int NDamage, Pawn instigatedBy, Object.Vector hitlocation, Object.Vector momentum, class<DamageTypedamageType)

Overrides: Actor.TakeDamage


Timer

event Timer ()

Overrides: Actor.Timer


Trigger

event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger


Other instance functions

CanSplash

function bool CanSplash ()

Overrides: Actor.CanSplash


Drop

function Drop (Object.Vector newVel)