Projectiles.txt: Difference between revisions

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Generated listing of classes using spring /p
 
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Class: CTracerProjectile.  Scriptname: tracer
<pre>
Class: CSimpleGroundFlash.  Scriptname: CSimpleGroundFlash
sizeGrowth: float
ttl: int
colorMap: CColorMap*
texture: GroundFXTexture*
size: float
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CSeismicGroundFlash.  Scriptname: CSeismicGroundFlash
size: float
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CStandardGroundFlash.  Scriptname: CStandardGroundFlash
flashSize: float
circleAlpha: float
flashAlpha: float
circleGrowth: float
color: uchar[3]
size: float
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CGroundFlash.  Scriptname: CGroundFlash
size: float
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CProjectile.  Scriptname: CProjectile
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CPieceProjectile.  Scriptname: CPieceProjectile
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CFlareProjectile.  Scriptname: CFlareProjectile
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CExpGenSpawner.  Scriptname: CExpGenSpawner
delay: int
dir: float3
damage: float
explosionGenerator: CExplosionGenerator*
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CFireProjectile.  Scriptname: CFireProjectile
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CTorpedoProjectile.  Scriptname: CTorpedoProjectile
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CEmgProjectile.  Scriptname: CEmgProjectile
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CBeamLaserProjectile.  Scriptname: CBeamLaserProjectile
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CFireBallProjectile.  Scriptname: CFireBallProjectile
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CLightningProjectile.  Scriptname: CLightningProjectile
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CStarburstProjectile.  Scriptname: CStarburstProjectile
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CFlameProjectile.  Scriptname: CFlameProjectile
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CWeaponProjectile.  Scriptname: CWeaponProjectile
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CMissileProjectile.  Scriptname: CMissileProjectile
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CLargeBeamLaserProjectile.  Scriptname: CLargeBeamLaserProjectile
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CExplosiveProjectile.  Scriptname: CExplosiveProjectile
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CLaserProjectile.  Scriptname: CLaserProjectile
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CBitmapMuzzleFlame.  Scriptname: CBitmapMuzzleFlame
sideTexture: AtlasedTexture*
frontTexture: AtlasedTexture*
dir: float3
colorMap: CColorMap*
size: float
length: float
length: float
sizeGrowth: float
ttl: int
frontOffset: float
speed: float3
speed: float3
pos: float3
pos: float3
useAirLos: bool
alwaysVisible: bool




Class: CSmokeProjectile2.  Scriptname: smoke2
Class: CGenericParticleProjectile.  Scriptname: CGenericParticleProjectile
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CSmokeTrailProjectile.  Scriptname: CSmokeTrailProjectile
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CMuzzleFlame.  Scriptname: CMuzzleFlame
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CGeoThermSmokeProjectile.  Scriptname: CGeoThermSmokeProjectile
color: float
color: float
size: float
startSize: float
sizeExpansion: float
ageSpeed: float
ageSpeed: float
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
Class: CTracerProjectile.  Scriptname: CTracerProjectile
length: float
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
Class: CDirtProjectile.  Scriptname: CDirtProjectile
alpha: float
alphaFalloff: float
size: float
size: float
startSize: float
sizeExpansion: float
sizeExpansion: float
wantedPos: float3
slowdown: float
glowFalloff: float
color: float3
texture: AtlasedTexture*
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CSphereParticleSpawner.  Scriptname: CSphereParticleSpawner
emitVector: float3
emitMul: float3
gravity: float3
colorMap: CColorMap*
texture: AtlasedTexture*
airdrag: float
particleLife: float
particleLifeSpread: float
numParticles: int
particleSpeed: float
particleSpeedSpread: float
particleSize: float
particleSizeSpread: float
emitRot: float
emitRotSpread: float
directional: bool
sizeGrowth: float
sizeMod: float
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CSimpleParticleSystem.  Scriptname: CSimpleParticleSystem
emitVector: float3
emitMul: float3
gravity: float3
colorMap: CColorMap*
texture: AtlasedTexture*
airdrag: float
particleLife: float
particleLifeSpread: float
numParticles: int
particleSpeed: float
particleSpeedSpread: float
particleSize: float
particleSizeSpread: float
emitRot: float
emitRotSpread: float
directional: bool
sizeGrowth: float
sizeMod: float
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CExploSpikeProjectile.  Scriptname: CExploSpikeProjectile
length: float
width: float
alpha: float
alphaDecay: float
lengthGrowth: float
dir: float3
color: float3
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CWreckProjectile.  Scriptname: CWreckProjectile
speed: float3
speed: float3
pos: float3
pos: float3
useAirLos: bool
alwaysVisible: bool




Class: CSmokeProjectile.  Scriptname: smoke
Class: CSmokeProjectile2.  Scriptname: CSmokeProjectile2
color: float
color: float
ageSpeed: float
size: float
size: float
startSize: float
startSize: float
sizeExpansion: float
sizeExpansion: float
ageSpeed: float
wantedPos: float3
glowFalloff: float
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CWakeProjectile.  Scriptname: CWakeProjectile
speed: float3
speed: float3
pos: float3
pos: float3
useAirLos: bool
alwaysVisible: bool




Class: CHeatCloudProjectile.  Scriptname: heatcloud
Class: CHeatCloudProjectile.  Scriptname: CHeatCloudProjectile
heat: float
heat: float
maxheat: float
maxheat: float
Line 35: Line 331:
sizemod: float
sizemod: float
sizemodmod: float
sizemodmod: float
texture: AtlasedTexture*
speed: float3
speed: float3
pos: float3
pos: float3
useAirLos: bool
alwaysVisible: bool




Class: CGfxProjectile.  Scriptname: gfx
Class: CSpherePartSpawner.  Scriptname: CSpherePartSpawner
alpha: float
ttl: int
expansionSpeed: float
color: float3
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CSpherePartProjectile.  Scriptname: CSpherePartProjectile
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CRepulseGfx.  Scriptname: CRepulseGfx
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CGfxProjectile.  Scriptname: CGfxProjectile
creationTime: int
creationTime: int
lifeTime: int
lifeTime: int
Line 45: Line 369:
speed: float3
speed: float3
pos: float3
pos: float3
useAirLos: bool
alwaysVisible: bool




Class: CDirtProjectile.  Scriptname: dirt
Class: CSmokeProjectile.  Scriptname: CSmokeProjectile
alpha: float
color: float
alphaFalloff: float
size: float
size: float
startSize: float
sizeExpansion: float
sizeExpansion: float
slowdown: float
ageSpeed: float
color: float3
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CBubbleProjectile.  Scriptname: CBubbleProjectile
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CGeoSquareProjectile.  Scriptname: CGeoSquareProjectile
speed: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
 
 
Class: CShieldPartProjectile.  Scriptname: CShieldPartProjectile
speed: float3
speed: float3
pos: float3
pos: float3
useAirLos: bool
alwaysVisible: bool
</pre>
[[Category: CEG]]

Latest revision as of 11:59, 21 March 2013

Class: CSimpleGroundFlash.  Scriptname: CSimpleGroundFlash
	sizeGrowth: float
	ttl: int
	colorMap: CColorMap*
	texture: GroundFXTexture*
	size: float
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CSeismicGroundFlash.  Scriptname: CSeismicGroundFlash
	size: float
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CStandardGroundFlash.  Scriptname: CStandardGroundFlash
	flashSize: float
	circleAlpha: float
	flashAlpha: float
	circleGrowth: float
	color: uchar[3]
	size: float
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CGroundFlash.  Scriptname: CGroundFlash
	size: float
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CProjectile.  Scriptname: CProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CPieceProjectile.  Scriptname: CPieceProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CFlareProjectile.  Scriptname: CFlareProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CExpGenSpawner.  Scriptname: CExpGenSpawner
	delay: int
	dir: float3
	damage: float
	explosionGenerator: CExplosionGenerator*
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CFireProjectile.  Scriptname: CFireProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CTorpedoProjectile.  Scriptname: CTorpedoProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CEmgProjectile.  Scriptname: CEmgProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CBeamLaserProjectile.  Scriptname: CBeamLaserProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CFireBallProjectile.  Scriptname: CFireBallProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CLightningProjectile.  Scriptname: CLightningProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CStarburstProjectile.  Scriptname: CStarburstProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CFlameProjectile.  Scriptname: CFlameProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CWeaponProjectile.  Scriptname: CWeaponProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CMissileProjectile.  Scriptname: CMissileProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CLargeBeamLaserProjectile.  Scriptname: CLargeBeamLaserProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CExplosiveProjectile.  Scriptname: CExplosiveProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CLaserProjectile.  Scriptname: CLaserProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CBitmapMuzzleFlame.  Scriptname: CBitmapMuzzleFlame
	sideTexture: AtlasedTexture*
	frontTexture: AtlasedTexture*
	dir: float3
	colorMap: CColorMap*
	size: float
	length: float
	sizeGrowth: float
	ttl: int
	frontOffset: float
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CGenericParticleProjectile.  Scriptname: CGenericParticleProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CSmokeTrailProjectile.  Scriptname: CSmokeTrailProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CMuzzleFlame.  Scriptname: CMuzzleFlame
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CGeoThermSmokeProjectile.  Scriptname: CGeoThermSmokeProjectile
	color: float
	size: float
	startSize: float
	sizeExpansion: float
	ageSpeed: float
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CTracerProjectile.  Scriptname: CTracerProjectile
	length: float
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CDirtProjectile.  Scriptname: CDirtProjectile
	alpha: float
	alphaFalloff: float
	size: float
	sizeExpansion: float
	slowdown: float
	color: float3
	texture: AtlasedTexture*
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CSphereParticleSpawner.  Scriptname: CSphereParticleSpawner
	emitVector: float3
	emitMul: float3
	gravity: float3
	colorMap: CColorMap*
	texture: AtlasedTexture*
	airdrag: float
	particleLife: float
	particleLifeSpread: float
	numParticles: int
	particleSpeed: float
	particleSpeedSpread: float
	particleSize: float
	particleSizeSpread: float
	emitRot: float
	emitRotSpread: float
	directional: bool
	sizeGrowth: float
	sizeMod: float
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CSimpleParticleSystem.  Scriptname: CSimpleParticleSystem
	emitVector: float3
	emitMul: float3
	gravity: float3
	colorMap: CColorMap*
	texture: AtlasedTexture*
	airdrag: float
	particleLife: float
	particleLifeSpread: float
	numParticles: int
	particleSpeed: float
	particleSpeedSpread: float
	particleSize: float
	particleSizeSpread: float
	emitRot: float
	emitRotSpread: float
	directional: bool
	sizeGrowth: float
	sizeMod: float
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CExploSpikeProjectile.  Scriptname: CExploSpikeProjectile
	length: float
	width: float
	alpha: float
	alphaDecay: float
	lengthGrowth: float
	dir: float3
	color: float3
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CWreckProjectile.  Scriptname: CWreckProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CSmokeProjectile2.  Scriptname: CSmokeProjectile2
	color: float
	ageSpeed: float
	size: float
	startSize: float
	sizeExpansion: float
	wantedPos: float3
	glowFalloff: float
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CWakeProjectile.  Scriptname: CWakeProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CHeatCloudProjectile.  Scriptname: CHeatCloudProjectile
	heat: float
	maxheat: float
	heatFalloff: float
	size: float
	sizeGrowth: float
	sizemod: float
	sizemodmod: float
	texture: AtlasedTexture*
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CSpherePartSpawner.  Scriptname: CSpherePartSpawner
	alpha: float
	ttl: int
	expansionSpeed: float
	color: float3
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CSpherePartProjectile.  Scriptname: CSpherePartProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CRepulseGfx.  Scriptname: CRepulseGfx
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CGfxProjectile.  Scriptname: CGfxProjectile
	creationTime: int
	lifeTime: int
	color: uchar[4]
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CSmokeProjectile.  Scriptname: CSmokeProjectile
	color: float
	size: float
	startSize: float
	sizeExpansion: float
	ageSpeed: float
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CBubbleProjectile.  Scriptname: CBubbleProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CGeoSquareProjectile.  Scriptname: CGeoSquareProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool


Class: CShieldPartProjectile.  Scriptname: CShieldPartProjectile
	speed: float3
	pos: float3
	useAirLos: bool
	alwaysVisible: bool