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# Gameplay.ArcProjectile

Extends
  ExplosiveProjectile

    Core.Object
    |
    +-- Engine.Actor
       |
       +-- Gameplay.Projectile
          |
          +-- Gameplay.ExplosiveProjectile
             |
             +-- Gameplay.ArcProjectile

#### Direct Known Subclasses:

> GrenadeLauncherProjectile, HandGrenadeProjectile, MortarProjectile

Variables Summary
bool | bReadyToExplode
bool | bShouldBounce
int | lastCatapultHitTick
ArcProjectile
bool | bExplodeInAir
float | BounceVelocityModifier
float | FuseTimer
float | noBounceVelocityThreshold

Inherited Variables from Gameplay.ExplosiveProjectile
bEndedLife, ExplosionClass, orientDecalToVelocity, radiusDamageAmt, radiusDamageMomentum, radiusDamageSize, storedDrawType

Inherited Variables from Gameplay.Projectile
AccelerationMagtitude, bDeflectable, bounceCount, bReceivedInitialVelocity, bReplicateInitialVelocity, bScaleProjectile, damageAmt, damageTypeClass, deathMessage, InitialVelocity, initialXDrawScale, knockback, knockbackAliveScale, MaxVelocity, rookAttacker, SpawnTick, victim, xDrawScalePerSecond

Functions Summary
| Vector | CalcBounceVelocity (Vector HitNormal))
|  | construct (Rook attacker, optional actor Owner, optional name Tag, optional vector Location, optional rotator Rotation))
|  | HitWall (vector HitNormal, actor Wall))
|  | PostNetBeginPlay ()))
|  | ProjectileHit (Actor Other, vector TouchLocation, vector TouchNormal))
| bool | projectileTouchProcessing (Actor Other, vector TouchLocation, vector TouchNormal))
| bool | ShouldHit (Actor Other, vector TouchLocation))
|  | Tick (float Delta))
|  | Timer ()))

Inherited Functions from Gameplay.ExplosiveProjectile
Destroyed, endLife, makeHarmless, PostBeginPlay, PostBounce, PostNetReceive, ProjectileHit, ShouldHit, triggerHitEffect

Inherited Functions from Gameplay.Projectile
bounce, ClientDetectDeflection, construct, endLife, HitWall, makeHarmless, PostBounce, PostNetBeginPlay, PostNetReceive, PrecacheProjectileRenderData, ProjectileHit, ProjectileTouch, projectileTouchProcessing, resolveImpactEffect, ShouldDeflect, ShouldHit, Tick, triggerHitEffect

Variables Detail

#### bReadyToExplode Source code

var bool bReadyToExplode;

#### bShouldBounce Source code

var bool bShouldBounce;

#### lastCatapultHitTick Source code

var int lastCatapultHitTick;

### ArcProjectile

#### bExplodeInAir Source code

var(ArcProjectile) bool bExplodeInAir;

#### BounceVelocityModifier Source code

var(ArcProjectile) float BounceVelocityModifier;

#### FuseTimer Source code

var(ArcProjectile) float FuseTimer;

#### noBounceVelocityThreshold Source code

var(ArcProjectile) float noBounceVelocityThreshold;

Functions Detail

#### CalcBounceVelocity Source code

simulated function Vector CalcBounceVelocity ( Vector HitNormal) )

#### construct Source code

overloaded function construct ( Rook attacker, optional actor Owner, optional name Tag, optional vector Location, optional rotator Rotation) )

#### HitWall Source code

simulated function HitWall ( vector HitNormal, actor Wall) )

#### PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

#### ProjectileHit Source code

simulated function ProjectileHit ( Actor Other, vector TouchLocation, vector TouchNormal) )

#### projectileTouchProcessing Source code

simulated function bool projectileTouchProcessing ( Actor Other, vector TouchLocation, vector TouchNormal) )

#### ShouldHit Source code

simulated function bool ShouldHit ( Actor Other, vector TouchLocation) )

#### Tick Source code

simulated function Tick ( float Delta) )

#### Timer Source code

simulated function Timer ( ) )

Defaultproperties

    defaultproperties
    {
    	bBounce = true
    	Physics = PHYS_Falling

    	noBounceVelocityThreshold = 10

    	StaticMesh = StaticMesh'Weapons.Grenade'
    	deathMessage = '%s copped it off %s\'s INSERTWEAPONNAMEHERE'

    	bSkipEncroachment = false
    }

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Creation time: st 23.5.2018 00:10:28.252 - Created with UnCodeX