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 |
/** * * Copyright 1998-2011 Epic Games, Inc. All Rights Reserved. */ /** special actor that only blocks weapons fire */ class UDKWeaponShield extends Actor native abstract; /** If true, doesn't block projectiles flagged as bNotBlockedByShield */ var bool bIgnoreFlaggedProjectiles; cpptext { virtual UBOOL IgnoreBlockingBy(const AActor* Other) const; virtual UBOOL ShouldTrace(UPrimitiveComponent* Primitive, AActor* SourceActor, DWORD TraceFlags); } defaultproperties { bProjTarget=true bCollideActors=true } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |