/** radius at which people will be knocked down/ragdolled by the projectile's explosion **/
var()floatKnockDownRadius;
/** @fixme, base this on MomentumTransferScale? */
var()floatKnockDownStrength;
/** radius at which people will cringe from the explosion **/
var()floatCringeRadius;
/** duration of the cringe. X=duration at epicenter, Y=duration at CringeRadius. Values <0 mean use default cringe. */
var()vector2dCringeDuration;
/** Percentage of damagetype's momentum to apply. */
var()floatMomentumTransferScale;
/** Whether or not we should attach something to the attachee **/
var()boolbAttachExplosionEmitterToAttachee;
//
// Particle effect parameters
//
/** Which particle effect to play. */
var()ParticleSystemParticleEmitterTemplate;
/** Scalar for increasing/decreasing explosion effect size. */
var()floatExplosionEmitterScale;
/** Track if we've hit an actor, used to handle cases such as kidnapper protected from hostage damage */
varActorHitActor;
/** We need the hit location and hit normal so we can trace down to the actor to apply the decal (e.g. hitting wall or floor) **/
varvectorHitLocation;
varvectorHitNormal;
//
// Audio parameters
//
`if(`__TW_WWISE_)
/** Audio to play at explosion time. */
var()AkBaseSoundObjectExplosionSound;
/** Audio to play at explosion time if at least one pawn got hurt. Does not work for delayed damage. As we typically don't want to delay the explosion sound. */
var()AkBaseSoundObjectExplosionSoundHurtSomeone;
`else
/** Audio to play at explosion time. */
var()SoundCueExplosionSound;
/** Audio to play at explosion time if at least one pawn got hurt. Does not work for delayed damage. As we typically don't want to delay the explosion sound. */
var()SoundCueExplosionSoundHurtSomeone;
`endif
//
// Dynamic light parameters
//
/** Defines the dynamic light cast by the explosion */
var()PointLightComponentExploLight;
/** Dynamic Light fade out time, in seconds */
var()floatExploLightFadeOutTime;
`if(`__TW_)
/** Dynamic Light start fade out time, in seconds */
var()floatExploLightStartFadeOutTime;
/** Intensity of the light flicker */
var()floatExploLightFlickerIntensity;
/** How quickly the light will flicker */
var()floatExploLightFlickerInterpSpeed;
`endif // __TW_
/** If true, will perform an EffectIsRelevant check before spawning the radial blur */
var()boolbPerformRadialBlurRelevanceCheck;
/** Defines the blurred region for the explosion */
var()RadialBlurComponentExploRadialBlur;
/** Radial blur fade out time, in seconds */
var()floatExploRadialBlurFadeOutTime;
/** Radial blur max blur amount */
var()floatExploRadialBlurMaxBlur;
//
// Fractured mesh parameters
//
/** Controls if this explosion will cause fracturing */
var()boolbCausesFracture;
/** How far away from explosion we break bits off */
var()floatFractureMeshRadius;
/** How hard to throw broken off pieces */
var()floatFracturePartVel;
/** If true, attempt to get effect information from the physical material system. If false or a physicalmaterial is unavailable, just use the information above. */
var()boolbAllowPerMaterialFX;
/** So for tagged grenades we need override the particle system but still want material based decals and such. **/
/** If true, the PhysMat's default particle system will not override the one already set in the explosion **/
var()boolbSkipDefaultPhysMatParticleSystem;
/** This tells the explosion to look in the Map's MapSpecific info **/
var()boolbUseMapSpecificValues;
var()boolbUseOverlapCheck;
//
// Camera parameters
//
/** TRUE to rotate CamShake to play radially relative to the explosion. Left/Right/Rear will be ignored. */
var()boolbOrientCameraShakeTowardsEpicenter;
/** Shake to play when source is in front of the camera, or when directional variants are unspecified. */
var()editinlineCameraShakeCamShake;
/** Anim to play when the source event is to the left of the camera. If None, CamShake will be used instead. */
var()editinlineCameraShakeCamShake_Left;
/** Anim to play when the source event is to the right of the camera. If None, CamShake will be used instead. */
var()editinlineCameraShakeCamShake_Right;
/** Anim to play when the source event is behind of the camera. If None, CamShake will be used instead. */
var()editinlineCameraShakeCamShake_Rear;
/** Radius within which to play full-powered camera shake (will be scaled within radius) */
var()floatCamShakeInnerRadius;
/** Between inner and outer radii, scale shake from full to zero */
var()floatCamShakeOuterRadius;
/** Exponent for intensity falloff between inner and outer radii. */
var()floatCamShakeFalloff;
/** TRUE to attempt to automatically do force feedback to match the camera shake */
var()boolbAutoControllerVibration;
/** Play this CameraLensEffect when ever damage of this type is given. This will primarily be used by explosions. But could be used for other impacts too! **/