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Core.Object | +-- Engine.Actor | +-- Gameplay.Equipment | +-- Gameplay.Equippable | +-- Gameplay.Weapon | +-- Gameplay.Blaster
Variables Summary | |
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float | baseScale |
bool | bControllableSkinSet |
bool | bPostFire |
Shader | dialShader |
ControllableTexturePanner | dialTexPanner |
float | nextFireTime |
Shader | plasmaShader |
ControllableTexturePanner | plasmaTexPanner |
float | timeCounter |
Blaster | |
int | dialMaterialIndex |
float | energyUsage |
int | numberOfBullets |
int | plasmaMaterialIndex |
float | spread |
Functions Summary | ||
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![]() | buildControllableSkins ())) | |
![]() | bool | canFire ())) |
![]() | FireWeapon ())) | |
![]() | bool | hasAmmo ())) |
![]() | Projectile | makeProjectile (Rotator fireRot, Vector fireLoc)) |
![]() | setControllableSkins ())) | |
![]() | setHasAmmoSkins ())) | |
![]() | Tick (float DeltaTime)) | |
![]() | useAmmo ())) |
Variables Detail |
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Amount of energy to use when shot
Number of bullets to fire when shot
Max angular deviation from ideal line of fire in degrees
Functions Detail |
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Defaultproperties |
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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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