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# Gameplay.RocketPodProjectile

Extends
  ExplosiveProjectile

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

Variables Summary
bool | armed
InitVec | initialZAxis
float | offset
float | offsetVecAngle
Vector | prevRotationVec
Vector | rotationVec
float | timeCounter
Vector | xAxis
Vector | yAxis
Vector | zAxis
RocketPodProjectile
float | armingPeriod
float | convergePeriod
float | convergeRadius
float | maxAnglePerSecond
float | postSpreadAcceleration
float | postSpreadVelocity
float | rotationModifier
float | spiralRate
float | spreadPeriod
float | spreadRadius

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

Structures Summary
InitVec X, Y, Z

Functions Summary
|  | accelerateProjectile (float Delta))
|  | BeginState ())) Converge
|  | BeginState ())) Spread
|  | controlProjectile (float Delta))
|  | Destroyed ()))
|  | endLife (Actor HitActor, vector TouchLocation, vector TouchNormal))
|  | PostBeginPlay ()))
|  | spreadAlongAxis (float Delta)) Spread
|  | Tick (float Delta)) Accelerate
|  | Tick (float Delta)) Control
|  | Tick (float Delta)) Converge
|  | Tick (float Delta)) Spread
|  | 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

States Summary

Accelerate Source code
state Accelerate

Tick

Control Source code
state Control

Tick

Converge Source code
state Converge

BeginState, Tick

Spread Source code
auto state Spread

BeginState, spreadAlongAxis, Tick

Variables Detail

#### armed Source code

var bool armed;

#### initialZAxis Source code

var InitVec initialZAxis;

#### offset Source code

var float offset;

#### offsetVecAngle Source code

var float offsetVecAngle;

#### prevRotationVec Source code

var Vector prevRotationVec;

#### rotationVec Source code

var Vector rotationVec;

#### timeCounter Source code

var float timeCounter;

#### xAxis Source code

var Vector xAxis;

#### yAxis Source code

var Vector yAxis;

#### zAxis Source code

var Vector zAxis;

### RocketPodProjectile

#### armingPeriod Source code

var(RocketPodProjectile) float armingPeriod;

> The period after which the projectile will become armed

#### convergePeriod Source code

var(RocketPodProjectile) float convergePeriod;

> The amount of time it will take the projectile the reach the convergeRadius

#### convergeRadius Source code

var(RocketPodProjectile) float convergeRadius;

> The radius to which the projectile will converge in to after spreadRadius is reached

#### maxAnglePerSecond Source code

var(RocketPodProjectile) float maxAnglePerSecond;

> Rate of turn in degrees

#### postSpreadAcceleration Source code

var(RocketPodProjectile) float postSpreadAcceleration;

> The rate at which the projectile will accelerate to postSpreadVelocity

#### postSpreadVelocity Source code

var(RocketPodProjectile) float postSpreadVelocity;

> The velocity the projectile will accelerate to after reaching the spreadRadius

#### rotationModifier Source code

var(RocketPodProjectile) float rotationModifier;

> Modifier applied to the angle before rotation

#### spiralRate Source code

var(RocketPodProjectile) float spiralRate;

> The rate, in degrees, at which the projectiles rotate around each other

#### spreadPeriod Source code

var(RocketPodProjectile) float spreadPeriod;

> The amount of time it will take the projectile the reach the spreadRadius

#### spreadRadius Source code

var(RocketPodProjectile) float spreadRadius;

> The radius to which the projectile will spread out to after launch

Structures Detail

#### InitVec Source code

struct InitVec
{

> var float X;
> var float Y;
> var float Z;

};

Functions Detail

#### accelerateProjectile Source code

simulated function accelerateProjectile ( float Delta) )

#### BeginState Converge Source code

simulated function BeginState ( ) )

#### BeginState Spread Source code

simulated function BeginState ( ) )

#### controlProjectile Source code

simulated function controlProjectile ( float Delta) )

#### Destroyed Source code

simulated function Destroyed ( ) )

#### endLife Source code

simulated function endLife ( Actor HitActor, vector TouchLocation, vector TouchNormal) )

#### PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

#### spreadAlongAxis Spread Source code

simulated function spreadAlongAxis ( float Delta) )

#### Tick Accelerate Source code

simulated function Tick ( float Delta) )

#### Tick Control Source code

simulated function Tick ( float Delta) )

#### Tick Converge Source code

simulated function Tick ( float Delta) )

#### Tick Spread Source code

simulated function Tick ( float Delta) )

#### Timer Source code

simulated function Timer ( ) )

Defaultproperties

    defaultproperties
    {
    	bDeflectable = false

    	bNetNotify = true
    	bNetTemporary = false

    	damageAmt = 0
    	radiusDamageAmt = 15
    	radiusDamageSize = 50
    	radiusDamageMomentum = 10000

    	spiralRate = 120.0

    	armed = false
    	armingPeriod = 0.5

    	spreadRadius = 75.0
    	spreadPeriod = 0.5
    	convergeRadius = 25.0
    	convergePeriod = 1.5

    	postSpreadVelocity = 2000
    	postSpreadAcceleration = 500

    	maxAnglePerSecond = 90.0
    	rotationModifier = 1.0

    	StaticMesh = StaticMesh'Weapons.Rocket'
    	DrawScale3D = (X=0.5,Y=0.5,Z=0.5)
    	deathMessage = '%s copped it off %s\'s RocketPod'
    }

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Creation time: st 23.5.2018 00:10:34.214 - Created with UnCodeX