- Extends
- Weapon
Core.Object
|
+-- Engine.Actor
|
+-- Gameplay.Equipment
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+-- Gameplay.Equippable
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+-- Gameplay.Weapon
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+-- Gameplay.Buckler
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 |
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 |
var bool bDeflected;
var bool bLocalDeflected;
var bool bLocalLost;
var bool bLost;
var float cosDeflectionAngle;
var
Vector failedReturnLocation;
var
Vector failedReturnVelocity;
var float lastCheckTime;
var int localAmmoCount;
Buckler
checkingDmgVelMultiplier Source code
var(
Buckler)
float checkingDmgVelMultiplier;
var(
Buckler)
float checkingMultiplier;
var(
Buckler)
float deflectionAngle;
var(
Buckler)
float lostReturnDelay;
var(
Buckler)
float minCheckVelocity;
simulated function BeginState ( ) )
simulated function Destroyed ( ) )
extractFirstPersonMeshData Source code
simulated function extractFirstPersonMeshData ( ) )
simulated protected function FireWeapon ( ) )
simulated function bool keepArms ( ) )
simulated function lost ( ) )
simulated function moveWeapon ( ) )
simulated function playEquipAnim ( ) )
simulated function playIdleAnim ( ) )
simulated protected function playPostFireAnim ( ) )
simulated function playUnequipAnim ( ) )
simulated function PostBeginPlay ( ) )
simulated function PostNetReceive ( ) )
simulated function returned ( ) )
function setDropLocation ( ) )
function setDropVelocity ( ) )
function setupDropped ( ) )
simulated function bool shouldHide ( bool bIsFirstPerson) )
simulated function Tick ( float Delta) )
TickFirePressed FirePressed Source code
simulated function TickFirePressed ( ) )
defaultproperties
{
bNetNotify = true
firstPersonMesh = Mesh'Weapons.buckler'
firstPersonOffset = (X=-15,Y=22,Z=-15)
roundsPerSecond = 1.0
bNeedIdleFX = true
projSpawnDelay = 0.1
lostReturnDelay = 3.0
projectileClass = class'BucklerProjectile'
projectileVelocity = 1000
projectileInheritedVelFactor = 1.0
checkingDamage = 15
checkingDmgVelMultiplier = 0.01
checkingMultiplier = 300
minCheckRate = 0.2
minCheckVelocity = 800
deflectionAngle = 30.0
aimClass = class'AimProjectileWeapons'
animClass = class'CharacterEquippableAnimator'
animPrefix = "Buckler"
equippedArmAnim = "weapon_buckler_hold"
bGenerateMissSpeechEvents = false
} |
Creation time: st 23.5.2018 00:10:28.556 - Created with
UnCodeX