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void | Spawn (SCR_FragmentEntity fragment, Physics parentPhysics, float damage, vector hitDirection) |
| Spawns the object.
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◆ Spawn()
void SCR_FragmentDebris.Spawn |
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SCR_FragmentEntity |
fragment, |
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Physics |
parentPhysics, |
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float |
damage, |
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vector |
hitDirection |
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) |
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Spawns the object.
- Parameters
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[in] | fragment | |
[in] | parentPhysics | |
[in] | damage | |
[in] | hitDirection | |
◆ m_fDamageToImpulse
float SCR_FragmentDebris.m_fDamageToImpulse |
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protected |
◆ m_fDistanceMax
float SCR_FragmentDebris.m_fDistanceMax |
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protected |
◆ m_fLifetimeMax
float SCR_FragmentDebris.m_fLifetimeMax |
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protected |
◆ m_fLifetimeMin
float SCR_FragmentDebris.m_fLifetimeMin |
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protected |
◆ m_fMass
float SCR_FragmentDebris.m_fMass |
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protected |
◆ m_fPriority
int SCR_FragmentDebris.m_fPriority |
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protected |
◆ m_fRandomVelocityAngular
float SCR_FragmentDebris.m_fRandomVelocityAngular |
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protected |
◆ m_fRandomVelocityLinear
float SCR_FragmentDebris.m_fRandomVelocityLinear |
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protected |
The documentation for this interface was generated from the following file:
- Game/Destruction/SCR_DestructionFractalComponent.c