◆ ExecuteEffect()
◆ GetSpawnTransform()
void SCR_TimedDebris.GetSpawnTransform |
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IEntity | owner, |
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out vector | outMat[4], |
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bool | localCoords = false ) |
Calculates the spawn tranformation matrix for the object.
◆ m_eMaterialSoundType
SCR_EMaterialSoundTypeDebris SCR_TimedDebris.m_eMaterialSoundType |
◆ m_fDamageToImpulse
float SCR_TimedDebris.m_fDamageToImpulse |
◆ m_fDistanceMax
float SCR_TimedDebris.m_fDistanceMax |
◆ m_fLifetimeMax
float SCR_TimedDebris.m_fLifetimeMax |
◆ m_fLifetimeMin
float SCR_TimedDebris.m_fLifetimeMin |
◆ m_fMass
float SCR_TimedDebris.m_fMass |
◆ m_fMaxDamageToSpeedMultiplier
float SCR_TimedDebris.m_fMaxDamageToSpeedMultiplier |
◆ m_fPriority
int SCR_TimedDebris.m_fPriority |
◆ m_fRandomVelocityAngular
float SCR_TimedDebris.m_fRandomVelocityAngular |
◆ m_fRandomVelocityLinear
float SCR_TimedDebris.m_fRandomVelocityLinear |
◆ m_ModelPrefabs
ref array<ResourceName> SCR_TimedDebris.m_ModelPrefabs |
◆ m_vOffsetPosition
vector SCR_TimedDebris.m_vOffsetPosition |
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protected |
◆ m_vOffsetRotation
vector SCR_TimedDebris.m_vOffsetRotation |
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protected |
The documentation for this interface was generated from the following file:
- Game/Destruction/Building/SCR_DestructibleBuildingComponent.c