1. ilmenwe
  2. UnrealMagicOfDoomOhYeah

Source

UnrealMagicOfDoomOhYeah / UTProjectile.txt

UTGame/Classes/UTProjectile.uc
class UTProjectile extends Projectile

    	simulated function Tick(float DeltaTime)
    event Actor GetHomingTarget(UTProjectile Seeker, Controller InstigatedBy) { return self; }
    event PreBeginPlay()
    event TornOff()
    function Init(vector Direction)
    native function float GetTerminalVelocity();
    simulated event CreateProjectileLight()
    simulated event Landed( vector HitNormal, actor FloorActor )
    simulated event SetInitialState()
    simulated function Destroyed()
    simulated function Explode(vector HitLocation, vector HitNormal)
    simulated function HideProjectile()
    simulated function MyOnParticleSystemFinished(ParticleSystemComponent PSC)
    simulated function Pawn GetPawnOwner();
    simulated function PostBeginPlay()
    simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal)
    simulated function SetExplosionEffectParameters(ParticleSystemComponent ProjExplosion);
    simulated function Shutdown()
    simulated function SpawnExplosionEffects(vector HitLocation, vector HitNormal)
    simulated function SpawnFlightEffects()
    simulated function bool CalcCamera( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV )
    simulated function bool CanSplash()
    simulated function bool CheckMaxEffectDistance(PlayerController P, vector SpawnLocation, optional float CullDistance)
    simulated function bool EffectIsRelevant(vector SpawnLocation, bool bForceDedicated, optional float CullDistance)
    simulated function bool ProjectileHurtRadius( float DamageAmount, float InDamageRadius, class<DamageType> DamageType, float Momentum, vector HurtOrigin, vector HitNormal, optional class<DamageType> ImpactedActorDamageType )
    simulated function bool ShouldSpawnExplosionLight(vector HitLocation, vector HitNormal)
    simulated function float GetTimeToLocation(vector TargetLoc)
    simulated static function float GetRange()
    static final function float CalculateTravelTime(float Dist, float MoveSpeed, float MaxMoveSpeed, float AccelMag)
    static simulated function float StaticGetTimeToLocation(vector TargetLoc, vector StartLoc, Controller RequestedBy)