Extends:
Modifiers:
Source code
SFWeapon.SFGrenadeProjC%%
%function_comment% | bool | bCanHitOwner | ||
%function_comment% | bool | bHitWater | ||
%function_comment% | float | Count | ||
%function_comment% | bool | m_bTimerSet | ||
%function_comment% | float | m_nDuration | ||
%function_comment% | float | m_nMagnitude | ||
%function_comment% | int | nHurtRadius | ||
%function_comment% | float | SmokeRate |
| BeginPlay () | |||
| Explosion (vector HitLocation) | |||
| HitWall (vector HitNormal, actor Wall) | |||
| Landed (vector HitNormal) | |||
| PostBeginPlay () | |||
| ProcessTouch (actor Other, vector HitLocation) | |||
| setRange (int nRange) | |||
| Tick (float DeltaTime) | |||
| Timer () |
{
nHurtRadius=350
m_nMagnitude=2000.000000
m_nDuration=1.000000
speed=700.000000
MaxSpeed=1000.000000
Damage=15.000000
MomentumTransfer=10000
MyDamageType=Lobbed
ImpactSound=Sound'UnrealShare.Eightball.GrenadeFloor'
ExplosionDecal=Class'Botpack.BlastMark'
Physics=PHYS_Falling
RemoteRole=ROLE_SimulatedProxy
LifeSpan=999.000000
AnimSequence=SFGrenade
Mesh=LodMesh'SFWeapon.SFGrenade'
DrawScale=0.520000
AmbientGlow=64
bUnlit=True
CollisionRadius=13.000000
CollisionHeight=5.000000
bBounce=True
bFixedRotationDir=True
DesiredRotation=(Pitch=12000,Yaw=5666,Roll=2334)
}