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UE2:XBombFlag (UT2003)

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UT2003 Object >> Actor >> Decoration >> GameObject >> XBombFlag
Package: 
XGame
This class in other games:
UT2004

xBomb This is the bomb. Someone set us up the bomb.

Properties[edit]

Property group 'xBombFlag'[edit]

BombLauncherClassName[edit]

Type: string


Default value: "XWeapons.BallLauncher"

Elasticity[edit]

Type: float


Default value: 0.4

ImpactSound[edit]

Type: Sound


Default value: Sound'WeaponSounds.ball_bounce_v3a'

InitialDir[edit]

Type: Object.Vector


PassTarget[edit]

Type: Pawn


PrevWeaponClass[edit]

Type: class<Weapon>


SeekAccum[edit]

Type: float

Modifiers: transient


SeekInterval[edit]

Type: float


Default value: 0.05

ThrowerTime[edit]

Type: float


ThrowerTouchDelay[edit]

Type: float


Default value: 1.0

ThrowSpeed[edit]

Type: float


Default value: 1300.0

Internal variables[edit]

bThrownBomb[edit]

Type: bool


TeamHue[edit]

Type: byte

Array size: 2


Default value, index 1: 170

TeamShader[edit]

Type: Material

Array size: 2


Default value, index 0: Shader'XGameShaders.BRShaders.BombIconRS'

Default value, index 1: Shader'XGameShaders.BRShaders.BombIconBS'

Default values[edit]

Property Value
bBounce True
bCollideActors True
bCollideWorld True
bDynamicLight True
bFixedRotationDir True
bHome True
bProjTarget True
bStasis False
bStatic False
bUnlit True
Buoyancy 20.0
CollisionHeight 20.0
CollisionRadius 24.0
DesiredRotation
Member Value
Yaw 30000
DrawScale 1.5
DrawType DT_StaticMesh
GameObjBone 'spine'
LightBrightness 200.0
LightEffect LE_QuadraticNonIncidence
LightHue 40
LightRadius 6.0
LightType LT_Steady
MessageClass Class'XGame.xBombMessage'
NetPriority 3.0
NetUpdateFrequency 100.0
Physics PHYS_Rotating
PrePivot
Member Value
X 2.0
Y 0.0
Z 0.5
RotationRate
Member Value
Yaw 30000
Skins[1] Shader'XGameShaders.BRShaders.BombIconYS'
Skins[2] Shader'XGameShaders.BRShaders.BombIconYS'
SoundRadius 250.0
StaticMesh StaticMesh'E_Pickups.BombBall.FullBomb'
Style STY_Masked

Functions[edit]

Events[edit]

HitWall[edit]

event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Decoration.HitWall


Landed[edit]

event Landed (Object.Vector hitNormal)

Overrides: GameObject.Landed


TakeDamage[edit]

event TakeDamage (int Damage, Pawn EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: Decoration.TakeDamage


Tick[edit]

event Tick (float delta)

Overrides: Actor.Tick


Other instance functions[edit]

ClearHolder[edit]

function ClearHolder ()

Overrides: GameObject.ClearHolder


LogDropped[edit]

function LogDropped ()

Overrides: GameObject.LogDropped


LogReturned[edit]

function LogReturned ()

Overrides: GameObject.LogReturned


RandSpin[edit]

function RandSpin (float spinRate)


SendHomeDisabled[edit]

function SendHomeDisabled (float TimeOut)

Overrides: GameObject.SendHomeDisabled


SetHolder[edit]

function SetHolder (Controller C)

Overrides: GameObject.SetHolder


SetThrow[edit]

function SetThrow (Object.Vector start)


Throw[edit]

function Throw (Object.Vector start, Object.Vector dir)


ValidHolder[edit]

function bool ValidHolder (Actor Other)

Overrides: GameObject.ValidHolder


States[edit]

Dropped[edit]

Inherits from: GameObject.Dropped

Ignores: Drop

Dropped.BeginState[edit]

event BeginState ()

Overrides: GameObject.Dropped.BeginState


Dropped.Landed[edit]

event Landed (Object.Vector hitNormal)

Overrides: Landed (global)


Dropped.Timer[edit]

event Timer ()

Overrides: GameObject.Dropped.Timer


Dropped.LogTaken[edit]

function LogTaken (Controller c)

Overrides: GameObject.LogTaken (global)


Held[edit]

Inherits from: GameObject.Held

Ignores: SendHome, SetHolder

Held.BeginState[edit]

event BeginState ()

Overrides: GameObject.Held.BeginState


Held.EndState[edit]

event EndState ()

Overrides: GameObject.Held.EndState


Home[edit]

Inherits from: GameObject.Home

Modifiers: auto

Ignores: Drop, Score, SendHome

Home.BeginState[edit]

event BeginState ()

Overrides: GameObject.Home.BeginState


Home.LogTaken[edit]

function LogTaken (Controller c)

Overrides: GameObject.LogTaken (global)


HomeDisabled[edit]

Ignores: Drop, Score

HomeDisabled.BeginState[edit]

event BeginState ()

Overrides: Object.BeginState (global)


HomeDisabled.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


HomeDisabled.IsHome[edit]

function bool IsHome ()

Overrides: GameObject.IsHome (global)