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Function Summary |
bool |
EncroachingOn(Actor Other)
//==============
// Encroachment
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simulated |
Explode(vector HitLocation, vector HitNormal) |
simulated |
HitWall(vector HitNormal, Actor Wall) |
simulated |
ProcessTouch(Actor Other, Vector HitLocation) |
void |
RandSpin(float spinRate) |
simulated |
Tick(float DeltaTime)
//===================================================================
//
// Tick
//
// RUNE: Projectile tick checks for actors with collision joints
// in the direction it is travelling. This is done so that the
// collision is joint-accurate, and so that shields will absorb the projectile.
//
// Note that the Touch function is still valid and used because projectiles
// should collide with some actors that do not have collision joints
//===================================================================
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void |
Touch(Actor Other)
//==============
// Touching
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