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GameFramework.GameExplosionActor

Extends
Actor
Modifiers
abstract config ( Weapon ) native

Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- GameFramework.GameExplosionActor

Constants Summary
Inherited Contants from Engine.Actor
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers
Inherited Contants from Core.Object
AspectRatio16x9, AspectRatio4x3, AspectRatio5x4, DegToRad, DegToUnrRot, INDEX_NONE, InvAspectRatio16x9, InvAspectRatio4x3, InvAspectRatio5x4, MaxInt, Pi, RadToDeg, RadToUnrRot, UnrRotToDeg, UnrRotToRad

Variables Summary
ActorAttachee
ControllerAttacheeController
boolbDrawDebug
boolbHasExploded
floatDirectionalExplosionMinDot
vectorExplosionDirection
PointLightComponentExplosionLight
RadialBlurComponentExplosionRadialBlur
GameExplosionExplosionTemplate
ActorHitActorFromPhysMaterialTrace
vectorHitLocationFromPhysMaterialTrace
ControllerInstigatorController
floatLightFadeTime
floatLightFadeTimeRemaining
floatLightInitialBrightness
floatRadialBlurFadeTime
floatRadialBlurFadeTimeRemaining
floatRadialBlurMaxBlurAmount
RB_RadialImpulseComponentRadialImpulseComponent
GameExplosionActor
boolbExplodeMoreThanOnce
Inherited Variables from Engine.Actor
Acceleration, AllComponents, AngularVelocity, Attached, bAllowFluidSurfaceInteraction, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCallRigidBodyWakeEvents, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanStepUpOn, bCanTeleport, bCollideActors, bCollideAsEncroacher, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDebugEffectIsRelevant, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEditable, bEdShouldSnap, bExchangedRoles, bForceAllowKismetModification, bForceDemoRelevant, bForceNetUpdate, bForceOctreeSNFilter, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHiddenEdLevel, bHiddenEdTemporary, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bMoveIgnoresDestruction, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRigidBodyWasAwake, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStatic, bTearOff, bTempEditor, bTicked, bTickIsDisabled, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DetachFence, DrawScale3D, DrawScale, EditorIconColor, GeneratedEvents, Group, HiddenEditorViews, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, ReplicatedCollisionType, Role, Rotation, RotationRate, SupportedEvents, Tag, TickFrequency, TickFrequencyAtEndDistance, TickFrequencyDecreaseDistanceEnd, TickFrequencyDecreaseDistanceStart, TickFrequencyLastSeenTimeBeforeForcingMaxTickFrequency, TickGroup, Timers, TimeSinceLastTick, Touching, Velocity, WorldInfo
Inherited Variables from Core.Object
Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject

Enumerations Summary
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType
Inherited Enumerations from Core.Object
AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup

Structures Summary
Inherited Structures from Engine.Actor
ActorReference, AnimSlotDesc, AnimSlotInfo, BasedPosition, CollisionImpactData, ImpactInfo, NavReference, PhysEffectInfo, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo
Inherited Structures from Core.Object
Array_Mirror, BitArray_Mirror, BoneAtom, Box, BoxSphereBounds, Color, Cylinder, double, FColorVertexBuffer_Mirror, Guid, IndirectArray_Mirror, InlinePointerArray_Mirror, InterpCurveFloat, InterpCurveLinearColor, InterpCurvePointFloat, InterpCurvePointLinearColor, InterpCurvePointQuat, InterpCurvePointTwoVectors, InterpCurvePointVector, InterpCurvePointVector2D, InterpCurveQuat, InterpCurveTwoVectors, InterpCurveVector, InterpCurveVector2D, IntPoint, LinearColor, Map_Mirror, Matrix, MultiMap_Mirror, OctreeElementId, Plane, pointer, Quat, qword, RawDistribution, RenderCommandFence, RenderCommandFence_Mirror, Rotator, Set_Mirror, SHVector, SHVectorRGB, SparseArray_Mirror, TAlphaBlend, ThreadSafeCounter, TPOV, TwoVectors, UntypedBulkData_Mirror, Vector, Vector2D, Vector4

Functions Summary
functionfloat BoxDistanceToPoint (vector Start, Box BBox)
functionCameraShake ChooseCameraShake (vector Epicenter, PlayerController PC))
function DelayedExplosionDamage ()))
function DoExplosionCameraEffects ()))
function DoExplosionDamage (bool bCauseDamage, bool bCauseEffects))
functionbool DoFullDamageToActor (Actor Victim))
function DrawDebug ()))
function Explode (GameExplosion NewExplosionTemplate, optional vector Direction))
functionfloat GetEffectCheckRadius ()))
functionPhysicalMaterial GetPhysicalMaterial ()))
functionbool IsBehindExplosion (Actor A))
event PreBeginPlay ()))
function SpawnCameraLensEffects ()))
function SpawnExplosionDecal ()
function SpawnExplosionFogVolume ()
function SpawnExplosionParticleSystem (ParticleSystem Template)
function SpecialPawnEffectsFor (GamePawn VictimPawn, float VictimDist)
function Tick (float DeltaTime ))
function UpdateExplosionTemplateWithPerMaterialFX (PhysicalMaterial PhysMaterial)
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, AnimTreeUpdated, ApplyFluidSurfaceImpact, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, bool, BP2Vect, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CalculateMinSpeedTrajectory, CanActorPlayFaceFXAnim, CanSplash, ChartData, CheckForErrors, CheckHitInfo, ChildActors, ClampRotation, ClearAllTimers, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, CreateForceField, DebugFreezeGame, DebugMessagePlayer, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugFrustrum, DrawDebugLine, DrawDebugPoint, DrawDebugSphere, DrawDebugStar, DrawDebugString, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, fixedTurn, FlushDebugStrings, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetAggregateBaseVelocity, GetAimAdhesionExtent, GetAimFrictionExtent, GetALocalPlayerController, GetAvoidanceVector, GetBasedPosition, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetPackageGuid, GetPhysicsName, GetRemainingTimeForTimer, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsBlockedBy, IsInPain, IsInPersistentLevel, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, ModifyTimerTimeDilation, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnChangeCollision, OnDestroy, OnModifyHealth, OnRanOver, OnRigidBodySpringOverextension, OnSetBlockRigidBody, OnSetPhysics, OnSetVelocity, OnSleepRBPhysics, OnTeleport, OnToggleHidden, OnWakeRBPhysics, OutsideWorldBounds, OverlappingActors, OverRotated, PauseTimer, PawnBaseDied, PhysicsVolumeChange, PlayActorFaceFXAnim, PlayerCanSeeMe, PlayParticleEffect, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostDemoRewind, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PrestreamTextures, PreTeleport, RanInto, ReattachComponent, ReceivedNewEvent, ReplaceText, ReplicatedEvent, ReplicationEnded, Reset, ResetTimerTimeDilation, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, RootMotionProcessed, ScriptGetTeamNum, SetAnimPosition, SetBase, SetBasedPosition, SetCollision, SetCollisionSize, SetCollisionType, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTickIsDisabled, SetTimer, SetZone, ShouldBeHiddenBySHOW_NavigationNodes, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, SupportsKismetModification, TakeDamage, TakeRadiusDamage, Tick, Timer, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceAllPhysicsAssetInteractions, TraceComponent, TrailsNotify, TrailsNotifyEnd, TrailsNotifyTick, TriggerEventClass, TriggerGlobalEventClass, UnClock, UnTouch, UsedBy, Vect2BP, VisibleActors, VisibleCollidingActors, VolumeBasedDestroy, WillOverlap
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, Asc, Asin, Atan, Atan2, BeginState, ByteToFloat, Caps, Chr, Clamp, ClampLength, ClampRotAxis, ClampRotAxisFromBase, ClampRotAxisFromRange, ClassIsChildOf, ClockwiseFrom, ColorToLinearColor, ContinuedState, Cos, Cross, DebugBreak, Disable, Dot, DumpStateStack, DynamicLoadObject, Enable, EndState, EvalInterpCurveFloat, EvalInterpCurveVector, EvalInterpCurveVector2D, Exp, FCeil, FClamp, FCubicInterp, FFloor, FindDeltaAngle, FindObject, FInterpConstantTo, FInterpEaseIn, FInterpEaseInOut, FInterpEaseOut, FInterpTo, float, FloatToByte, FMax, FMin, FPctByRange, FRand, GetAngularDegreesFromRadians, GetAngularDistance, GetAngularFromDotDist, GetAxes, GetBuildChangelistNumber, GetDotDistance, GetEngineVersion, GetEnum, GetFuncName, GetHeadingAngle, GetMappedRangeValue, GetPackageName, GetPerObjectConfigSections, GetRangePctByValue, GetRangeValueByPct, GetRightMost, GetRotatorAxis, GetScriptTrace, GetStateName, GetSystemTime, GetUnAxes, GotoState, InCylinder, InStr, InverseTransformNormal, InverseTransformVector, IsA, IsChildState, IsInState, IsPendingKill, IsUTracing, IsZero, JoinArray, Left, Len, Lerp, LerpColor, Localize, Locs, Loge, LogInternal, MakeColor, MakeLinearColor, MakeRotationMatrix, MakeRotationTranslationMatrix, MakeRotator, MatrixGetAxis, MatrixGetOrigin, MatrixGetRotator, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NormalizeRotAxis, NoZDot, OrthoRotation, ParseLocalizedPropertyPath, ParseStringIntoArray, PathName, PausedState, PointDistToLine, PointDistToPlane, PointDistToSegment, PointProjectToPlane, PoppedState, PopState, ProjectOnTo, PushedState, PushState, QuatDot, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RDiff, Repl, Right, RInterpTo, RLerp, RotRand, Round, RSize, RSmerp, RTransform, SaveConfig, SClampRotAxis, ScriptTrace, SetUTracing, Sin, Split, SplitString, Sqrt, Square, StaticSaveConfig, Tan, TimeStamp, ToHex, TransformNormal, TransformVector, TransformVectorByRotation, UnwindHeading, vect2d, VInterpTo, VLerp, VRand, VRandCone, VRandCone2, VSize, VSize2D, VSizeSq, VSizeSq2D, VSmerp, WarnInternal, ^, ^^, |, ||, ~, ~=


Variables Detail

Attachee Source code

var Actor Attachee;
Are we attached to something? Used to attach FX for stuff like the smoke grenade.

AttacheeController Source code

var Controller AttacheeController;

bDrawDebug Source code

var bool bDrawDebug;
Toggles debug explosion rendering.

bHasExploded Source code

var protected transient bool bHasExploded;
True if explosion has occurred.

DirectionalExplosionMinDot Source code

var transient float DirectionalExplosionMinDot;
Minimum dot product for explosion to be able to affect a point. Used as an optimization for directional explosions.

ExplosionDirection Source code

var transient vector ExplosionDirection;
Forward dir for directional explosions.

ExplosionLight Source code

var protected transient PointLightComponent ExplosionLight;
The actual light used for the explosion.

ExplosionRadialBlur Source code

var protected transient RadialBlurComponent ExplosionRadialBlur;
Temp data for radial blur fading.

ExplosionTemplate Source code

var GameExplosion ExplosionTemplate;
Temp reference to the explosion template, used for delayed damage

HitActorFromPhysMaterialTrace Source code

var Actor HitActorFromPhysMaterialTrace;
This the saved off hit actor and location from the GetPhysicalMaterial trace so we can see if it is a FluidSurfaceActor and then apply some forces to it

HitLocationFromPhysMaterialTrace Source code

var vector HitLocationFromPhysMaterialTrace;

InstigatorController Source code

var Controller InstigatorController;
player responsible for damage

LightFadeTime Source code

var protected transient float LightFadeTime;
Temp data for light fading.

LightFadeTimeRemaining Source code

var protected transient float LightFadeTimeRemaining;

LightInitialBrightness Source code

var protected transient float LightInitialBrightness;

RadialBlurFadeTime Source code

var protected transient float RadialBlurFadeTime;

RadialBlurFadeTimeRemaining Source code

var protected transient float RadialBlurFadeTimeRemaining;

RadialBlurMaxBlurAmount Source code

var protected transient float RadialBlurMaxBlurAmount;

RadialImpulseComponent Source code

var protected RB_RadialImpulseComponent RadialImpulseComponent;
Used to push physics when explosion goes off.

GameExplosionActor

bExplodeMoreThanOnce Source code

var(GameExplosionActor) protected bool bExplodeMoreThanOnce;
True if this actor can explode more than once and doesn't die after an explosion. Used by placable actors whose explosions are triggered via matinee


Functions Detail

BoxDistanceToPoint Source code

final static native function float BoxDistanceToPoint ( vector Start, Box BBox )
Returns distance from bounding box to point

ChooseCameraShake Source code

protected simulated function CameraShake ChooseCameraShake ( vector Epicenter, PlayerController PC) )
Internal. When using directional camera shakes, used to determine which anim to use. @todo: nativise for speed?

DelayedExplosionDamage Source code

simulated function DelayedExplosionDamage ( ) )

DoExplosionCameraEffects Source code

simulated function DoExplosionCameraEffects ( ) )

DoExplosionDamage Source code

protected simulated function DoExplosionDamage ( bool bCauseDamage, bool bCauseEffects) )
Does damage modeling and application for explosions @PARAM bCauseDamage if true cause damage to actors within damage radius @PARAM bCauseEffects if true apply other affects to actors within appropriate radii

DoFullDamageToActor Source code

simulated function bool DoFullDamageToActor ( Actor Victim) )

DrawDebug Source code

simulated function DrawDebug ( ) )

Explode Source code

simulated function Explode ( GameExplosion NewExplosionTemplate, optional vector Direction) )

@todo break this up into the same methods that NanoWeapon uses (SpawnImpactEffects, SpawnImpactSounds, SpawnImpactDecal) as they are all orthogonal and so indiv subclasses can choose to have base functionality or override
@param Direction For bDirectionalExplosion=true explosions, this is the forward direction of the blast.

GetEffectCheckRadius Source code

function float GetEffectCheckRadius ( ) )
Return the desired radius to check for actors which get effects from explosion

GetPhysicalMaterial Source code

simulated protected function PhysicalMaterial GetPhysicalMaterial ( ) )
Internal. Tries to find a physical material for the surface the explosion occurred upon. @note: It sucks doing an extra trace here. We could conceivably pass the physical material info around by changing the lower level physics code (e.g. processHitWall), but that's a big engine-level change.

IsBehindExplosion Source code

simulated protected function bool IsBehindExplosion ( Actor A) )

PreBeginPlay Source code

event PreBeginPlay ( ) )

SpawnCameraLensEffects Source code

simulated function SpawnCameraLensEffects ( ) )
Spawns the camera lens effect(s) if needed by this explosion

SpawnExplosionDecal Source code

simulated function SpawnExplosionDecal ( )

SpawnExplosionFogVolume Source code

simulated function SpawnExplosionFogVolume ( )

SpawnExplosionParticleSystem Source code

simulated function SpawnExplosionParticleSystem ( ParticleSystem Template )

SpecialPawnEffectsFor Source code

protected function SpecialPawnEffectsFor ( GamePawn VictimPawn, float VictimDist )
Handle making pawns cringe or fall down from nearby explosions. Server only.

Tick Source code

simulated function Tick ( float DeltaTime ) )

UpdateExplosionTemplateWithPerMaterialFX Source code

simulated protected function UpdateExplosionTemplateWithPerMaterialFX ( PhysicalMaterial PhysMaterial )
Internal. Extract what data we can from the physical material-based effects system and stuff it into the ExplosionTemplate. Data in the physical material will take precedence. We are also going to be checking for relevance here as when any of these params are "none" / invalid we do not play those effects in Explode(). So this way we avoid any work on looking things up in the physmaterial


Defaultproperties

defaultproperties
{
	RemoteRole=ROLE_None

	bExplodeMoreThanOnce = False;

	Begin Object Class=RB_RadialImpulseComponent Name=ImpulseComponent0
	End Object
	RadialImpulseComponent=ImpulseComponent0
	Components.Add(ImpulseComponent0)

	
}

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Creation time: ti 22-3-2011 19:56:49.356 - Created with UnCodeX