I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

UE2:ImpactHandler (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 09:10, 17 May 2008 by Wormbo (Talk | contribs) (Auto-generated page)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
U2XMP Object >> ImpactHandler
Package: 
U2
Direct subclasses:
ImpactAssaultRifleAlt, ImpactAssaultRifle, ImpactDispersion, ImpactEnergyRifle, ImpactGrenade, ImpactLaserRifle, ImpactHeavyRocket, ImpactMiniRocket, ImpactShotgun, ImpactTakkra, ImpactPistol, ImpactSniperRifle

ImpactHandler.uc $Author: Mfox $ $Date: 1/05/03 8:46p $ $Revision: 24 $

Properties[edit]

Property group 'ImpactHandler'[edit]

MaterialEffects[edit]

Type: array<TMaterialEffects>


MaterialSounds[edit]

Type: array<TMaterialSounds>


ReturnDefaultEffectOdds[edit]

Type: float


RicochetProjectile[edit]

Type: class<U2Projectile>


Structs[edit]

TMaterialEffects[edit]

Modifiers: native

Material.ETextureType TextureType 
Texture DecalTexture 
float DecalScale 
class<Actor> HitEffectClass 
ParticleGenerator ParticleEffect 
float RicochetProbability 
float RicochetIncidenceThreshold 
surface normal dot projectile direction normal must be less than one minus this value. (0=any angle bounces, 1=nothing bounces)
int MaxRicochetCount 
float RicochetDamping 
float RicochetSpreadAngle 
float Lifespan 

TMaterialSounds[edit]

Modifiers: native

Material.ETextureType TextureType 
Sound ImpactSound 
Sound RicochetSound 

Functions[edit]

Static native functions[edit]

GetImpactSound[edit]

static native final function Sound GetImpactSound (Material.ETextureType TextureType, bool bRicochet)


HandleImpact[edit]

static native final function HandleImpact (Actor Source, Object.Vector HitDirection, Material.CheckResult Hit, bool bImpactSound)


Init[edit]

static native final function Init (Actor ContextActor)


Other static functions[edit]

DetermineImpactSound[edit]

static function Sound DetermineImpactSound (Actor Source, Material.CheckResult Hit, bool bRicochet)


ParticleImpact[edit]

static function ParticleImpact (ParticleGenerator Source, Object.ParticleHandle P, Material.CheckResult Hit)


ProjectileImpact[edit]

static function ProjectileImpact (U2Projectile Source, Material.CheckResult Hit, bool bImpactSound)


TraceImpact[edit]

static function TraceImpact (U2Weapon Source, Material.CheckResult Hit)


Instance functions[edit]

ForceClassToExist[edit]

function ForceClassToExist ()