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Gameplay.Blaster

Extends
Weapon

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Gameplay.Equipment
      |   
      +-- Gameplay.Equippable
         |   
         +-- Gameplay.Weapon
            |   
            +-- Gameplay.Blaster

Variables Summary
floatbaseScale
boolbControllableSkinSet
boolbPostFire
ShaderdialShader
ControllableTexturePannerdialTexPanner
floatnextFireTime
ShaderplasmaShader
ControllableTexturePannerplasmaTexPanner
floattimeCounter
Blaster
intdialMaterialIndex
floatenergyUsage
intnumberOfBullets
intplasmaMaterialIndex
floatspread
Inherited Variables from Gameplay.Weapon
AIAccelerationModifier, aimClass, AIspread, ammoCount, ammoUsage, bBeingSwitched, bFiredWeapon, bGenerateMissSpeechEvents, bMelee, bNeedIdleFX, emptyMaterials, fireAnimation, fireAnimSubString, fireOnce, hudReticule, hudReticuleCenterX, hudReticuleCenterY, hudReticuleHeight, hudReticuleWidth, lastFireTime, localAmmoCount, localPickupDelay, noAmmo, pickupDelay, projectileClass, projectileInheritedVelFactor, projectileSpawnBone, projectileSpawnOffset, projectileVelocity, roundsPerSecond, speedPackScale, startEquippingTime
Inherited Variables from Gameplay.Equippable
animClass, animPrefix, attemptedAttach, automaticallyHold, bFirstPersonUseTrace, bIsFirstPerson, bMeshChangeOK, bPlayedCharacterEquipAnim, demoFireCount, equipDuration, equipDurationCounter, equippablePos, equipped, equippedArmAnim, fireCount, fireState, firstPersonAltMesh, firstPersonAltOffset, firstPersonAltTraceExtent, firstPersonAltTraceLength, firstPersonBobMultiplier, firstPersonInterpCurrent, firstPersonInterpStep, firstPersonInterpTarget, firstPersonMesh, firstPersonOffset, firstPersonTraceExtent, firstPersonTraceLength, localDemoFireCount, localFireCount, releaseFireState, rookMotor, rookOwner, startEquippingTime, thirdPersonAltMesh, thirdPersonAltStaticMesh, thirdPersonAttachmentBone, thirdPersonAttachmentOffset, thirdPersonMesh, thirdPersonStaticMesh, unequipDuration

Functions Summary
function buildControllableSkins ()))
functionbool canFire ()))
function FireWeapon ()))
functionbool hasAmmo ()))
functionProjectile makeProjectile (Rotator fireRot, Vector fireLoc))
function setControllableSkins ()))
function setHasAmmoSkins ()))
function Tick (float DeltaTime))
function useAmmo ()))
Inherited Functions from Gameplay.Weapon
addSpeedPackScale, AIAimTrace, aimTrace, allowPrompt, altFire, applyPickupDelay, attemptFire, BeginState, calcProjectileSpawnLocation, canExpire, canFire, canPickup, Destroyed, doSwitch, drawDebug, droppedByCharacter, EndState, extractFirstPersonMeshData, fire, firedEffectProcessing, FireEmpty, fireRatePassed, FireWeapon, getAimAdjustedViewRotation, getAimRotation, getMaxAmmo, getPredictedProjectileGravity, GetProjectileSpreadScale, handleReleaseFire, hasAmmo, heldByCharacter, increaseAmmo, initialiseVelocity, makeProjectile, needPrompt, onThirdPersonFireCount, pickup, playCharacterFireAnim, playEquipAnim, playIdleAnim, playPostFireAnim, playUnequipAnim, PostNetBeginPlay, PostNetReceive, PrecacheWeaponRenderData, releaseAltFire, removeSpeedPackScale, requestEquipmentDrop, setHasAmmoSkins, setOutOfAmmo, setupFirstPerson, Tick, TickFirePressed, TriggerWeaponEffect, UpdatePrecacheRenderData, useAmmo, willHurtFriendly
Inherited Functions from Gameplay.Equippable
armsFirstPersonStatus, attachWeaponHack, BeginState, calculateInterpolation, canUnequip, checkFireCount, drawDebug, EndState, equip, fire, firstPersonStatus, getFirstPersonOffset, handleFire, handleReleaseFire, initialiseRookMotor, keepArms, moveWeapon, onMessage, onThirdPersonFireCount, pickup, playEquipAnim, playIdleAnim, playUnequipAnim, PostBeginPlay, PostNetBeginPlay, PrecacheEquippableRenderData, releaseFire, selectMesh, sendServerRequestFire, sendServerRequestReleaseFire, setDroppedMesh, setFirstPersonOffset, setMovementReplication, setupFirstPerson, setupThirdPerson, shouldHide, shouldPlayEquipAnim, Tick, unEquip, UpdatePrecacheRenderData, useAlternateMesh


Variables Detail

baseScale Source code

var float baseScale;

bControllableSkinSet Source code

var bool bControllableSkinSet;

bPostFire Source code

var bool bPostFire;

dialShader Source code

var Shader dialShader;

dialTexPanner Source code

var ControllableTexturePanner dialTexPanner;

nextFireTime Source code

var float nextFireTime;

plasmaShader Source code

var Shader plasmaShader;

plasmaTexPanner Source code

var ControllableTexturePanner plasmaTexPanner;

timeCounter Source code

var float timeCounter;

Blaster

dialMaterialIndex Source code

var(Blaster) int dialMaterialIndex;

energyUsage Source code

var(Blaster) float energyUsage;
Amount of energy to use when shot

numberOfBullets Source code

var(Blaster) int numberOfBullets;
Number of bullets to fire when shot

plasmaMaterialIndex Source code

var(Blaster) int plasmaMaterialIndex;

spread Source code

var(Blaster) float spread;
Max angular deviation from ideal line of fire in degrees


Functions Detail

buildControllableSkins Source code

simulated function buildControllableSkins ( ) )

canFire Source code

simulated function bool canFire ( ) )

FireWeapon Source code

simulated protected function FireWeapon ( ) )

hasAmmo Source code

simulated function bool hasAmmo ( ) )

makeProjectile Source code

protected function Projectile makeProjectile ( Rotator fireRot, Vector fireLoc) )

setControllableSkins Source code

simulated function setControllableSkins ( ) )

setHasAmmoSkins Source code

simulated function setHasAmmoSkins ( ) )

Tick Source code

simulated function Tick ( float DeltaTime) )

useAmmo Source code

function useAmmo ( ) )


Defaultproperties

defaultproperties
{
	dialMaterialIndex = 4
	plasmaMaterialIndex = 3


	spread = 4
	numberOfBullets = 7
	firstPersonMesh = Mesh'Weapons.Blaster'
	firstPersonOffset = (X=-33,Y=22,Z=-15)


	roundsPerSecond = 0.4
	energyUsage = 9.0
	ammoUsage = 0


	projectileClass = class'BlasterProjectile'
	projectileVelocity = 3000
	projectileInheritedVelFactor = 1.0


	aimClass = class'AimProjectileWeapons'
	animClass = class'CharacterEquippableAnimator'


	animPrefix = "Blaster"


	inventoryIcon		= texture'GUITribes.InvButtonBlaster'
	hudIcon				= texture'HUD.Tabs'
	hudIconCoords		= (U=0,V=472,UL=80,VL=40)
	hudRefireIcon		= texture'HUD.Tabs'
	hudRefireIconCoords	= (U=0,V=421,UL=80,VL=40)


	bGenerateMissSpeechEvents = false
}

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Creation time: st 23.5.2018 00:10:28.486 - Created with UnCodeX