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# Gameplay.AntiAircraftProjectile

Extends
  ExplosiveProjectile

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

Variables Summary
bool | armed
ProjectileRadius | nearCollisionExplode
AntiAircraftProjectile
float | armedCollisionHeight
float | armedCollisionRadius
float | armingPeriod

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
|  | cleanupNearCollisionExplode ()))
|  | Destroyed ()))
|  | endLife (Optional Actor HitActor, Optional vector TouchLocation, Optional vector TouchNormal))
|  | postNetBeginPlay ()))
|  | 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

#### armed Source code

var bool armed;

#### nearCollisionExplode Source code

var ProjectileRadius nearCollisionExplode;

### AntiAircraftProjectile

#### armedCollisionHeight Source code

var(AntiAircraftProjectile) float armedCollisionHeight;

#### armedCollisionRadius Source code

var(AntiAircraftProjectile) float armedCollisionRadius;

#### armingPeriod Source code

var(AntiAircraftProjectile) float armingPeriod;

Functions Detail

#### cleanupNearCollisionExplode Source code

simulated function cleanupNearCollisionExplode ( ) )

#### Destroyed Source code

simulated function Destroyed ( ) )

#### endLife Source code

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

#### postNetBeginPlay Source code

simulated function postNetBeginPlay ( ) )

#### Tick Source code

simulated function Tick ( float Delta) )

#### timer Source code

simulated function timer ( ) )

Defaultproperties

    defaultproperties
    {
    	bDeflectable = false

    	damageAmt = 0
    	radiusDamageAmt = 40
    	radiusDamageSize = 400
    	radiusDamageMomentum = 105000

    	StaticMesh = StaticMesh'Weapons.Disc'
    	DrawScale3D = (X=0.75,Y=0.75,Z=0.75)
    	deathMessage = '%s copped it off %s\'s Spinfusor'

    	armedCollisionHeight = 500
    	armedCollisionRadius = 500

    	armingPeriod = 1

    	armed = false

    	collisionRadius = 5
    	collisionHeight = 5
    }

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Creation time: st 23.5.2018 00:10:28.227 - Created with UnCodeX