Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 |
//============================================================================= // DECO_SpaceFighter //============================================================================= class DECO_SpaceFighter extends Decoration; #exec OBJ LOAD FILE=..\StaticMeshes\AS_Vehicles_SM.usx function Landed(vector HitNormal); function HitWall (vector HitNormal, actor Wall); function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType); singular function PhysicsVolumeChange( PhysicsVolume NewVolume ); function Trigger( actor Other, pawn EventInstigator ); singular function BaseChange(); function Bump( actor Other ); //============================================================================= // defaultproperties //============================================================================= defaultproperties { DrawType=DT_StaticMesh StaticMesh=StaticMesh'AS_Vehicles_SM.Vehicles.SpaceFighter_Human' RemoteRole=ROLE_None DrawScale=3.000000 AmbientGlow=48 bMovable=Falsch bCanBeDamaged=Falsch bShouldBaseAtStartup=Falsch bCollideActors=Wahr bBlockActors=Wahr bBlockKarma=Wahr bEdShouldSnap=Wahr } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |