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Gameplay.Chaingun

Extends
Weapon

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

Variables Summary
boolbControllableSkinSet
ColorheatColor
ConstantColorheatColorMaterial
ShaderheatShader
floatheatTime
booloverheated
floatspinTime
Chaingun
floatcoolDownThreshold
intheatMaterialIndex
floatheatPeriod
floatmaxSpread
floatminSpread
floatspeedCooldownFactor
floatspinPeriod
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 ammoSkinChange ()))
function BeginState ()))
Empty
function BeginState ()))
FirePressed
function BeginState ()))
Spindown
function BeginState ()))
Spinup
function buildControllableSkins ()))
function coolDown (float Delta))
function EndState ()))
Empty
functionfloat GetProjectileSpreadScale ()))
functionbool handleFire ()))
Spindown
functionbool handleReleaseFire ()))
Spinup
function heatUp (float Delta))
functionbool isInWater ()))
functionProjectile makeProjectile (Rotator fireRot, Vector fireLoc))
function setControllableSkins ()))
function setHasAmmoSkins ()))
function setOutOfAmmo ()))
functionfloat speedRelativeCooldown ()))
function Tick (float Delta))
AwaitingPickup
function Tick (float Delta))
Dropped
function Tick (float Delta))
Empty
function Tick (float Delta))
Equipping
function Tick (float Delta))
FirePressed
function Tick (float Delta))
Held
function Tick (float Delta))
Idle
function Tick (float Delta))
Spindown
function Tick (float Delta))
Spinup
function Tick (float Delta))
Unequipping
function unEquip ()))
function updateHeatGlow ()))
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

States Summary
AwaitingPickup Source code
simulated state AwaitingPickup
Tick
Dropped Source code
simulated state Dropped
Tick
Empty Source code
simulated state Empty
BeginState, EndState, Tick
Equipping Source code
simulated state Equipping
Tick
FirePressed Source code
simulated state FirePressed
BeginState, Tick
Held Source code
simulated state Held
Tick
Idle Source code
simulated state Idle
Tick
Spindown Source code
simulated state Spindown
BeginState, handleFire, Tick
Spinup Source code
simulated state Spinup
BeginState, handleReleaseFire, Tick
Unequipping Source code
simulated state Unequipping
Tick


Variables Detail

bControllableSkinSet Source code

var bool bControllableSkinSet;

heatColor Source code

var Color heatColor;

heatColorMaterial Source code

var ConstantColor heatColorMaterial;

heatShader Source code

var Shader heatShader;

heatTime Source code

var float heatTime;

overheated Source code

var bool overheated;

spinTime Source code

var float spinTime;

Chaingun

coolDownThreshold Source code

var(Chaingun) float coolDownThreshold;
The fraction of the heatPeriod at which the gun can start firing again

heatMaterialIndex Source code

var(Chaingun) int heatMaterialIndex;

heatPeriod Source code

var(Chaingun) float heatPeriod;
The amount of time it takes for the chaingun to overheat

maxSpread Source code

var(Chaingun) float maxSpread;
The maximum angle the spread will increase to during heatup

minSpread Source code

var(Chaingun) float minSpread;
The angular deviation from ideal line of fire in degrees

speedCooldownFactor Source code

var(Chaingun) float speedCooldownFactor;
Multiplier for the speed when calculating cooldown/heatup

spinPeriod Source code

var(Chaingun) float spinPeriod;
The amount of time it takes for the chaingun to spin up or spin down


Functions Detail

ammoSkinChange Source code

simulated function ammoSkinChange ( ) )

BeginState Empty Source code

simulated function BeginState ( ) )

BeginState FirePressed Source code

simulated function BeginState ( ) )

BeginState Spindown Source code

simulated function BeginState ( ) )

BeginState Spinup Source code

simulated function BeginState ( ) )

buildControllableSkins Source code

simulated function buildControllableSkins ( ) )

coolDown Source code

simulated function coolDown ( float Delta) )

EndState Empty Source code

simulated function EndState ( ) )

GetProjectileSpreadScale Source code

simulated function float GetProjectileSpreadScale ( ) )

handleFire Spindown Source code

simulated protected function bool handleFire ( ) )

handleReleaseFire Spinup Source code

simulated protected function bool handleReleaseFire ( ) )

heatUp Source code

simulated function heatUp ( float Delta) )

isInWater Source code

simulated function bool isInWater ( ) )

makeProjectile Source code

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

setControllableSkins Source code

simulated function setControllableSkins ( ) )

setHasAmmoSkins Source code

simulated function setHasAmmoSkins ( ) )

setOutOfAmmo Source code

simulated function setOutOfAmmo ( ) )

speedRelativeCooldown Source code

simulated function float speedRelativeCooldown ( ) )

Tick AwaitingPickup Source code

simulated function Tick ( float Delta) )

Tick Dropped Source code

simulated function Tick ( float Delta) )

Tick Empty Source code

simulated function Tick ( float Delta) )

Tick Equipping Source code

simulated function Tick ( float Delta) )

Tick FirePressed Source code

simulated function Tick ( float Delta) )

Tick Held Source code

simulated function Tick ( float Delta) )

Tick Idle Source code

simulated function Tick ( float Delta) )

Tick Spindown Source code

simulated function Tick ( float Delta) )

Tick Spinup Source code

simulated function Tick ( float Delta) )

Tick Unequipping Source code

simulated function Tick ( float Delta) )

unEquip Source code

function unEquip ( ) )

updateHeatGlow Source code

simulated function updateHeatGlow ( ) )


Defaultproperties

defaultproperties
{
	heatMaterialIndex = 1


	minSpread = 1
	maxSpread = 4


	spinPeriod = 0.5


	heatPeriod = 3.0
	coolDownThreshold = 1.7
	speedCooldownFactor = 0.0008


	firstPersonMesh = Mesh'Weapons.Chaingun'
	firstPersonOffset = (X=-23,Y=26,Z=-24)


	roundsPerSecond = 12
	ammoCount = 150
	ammoUsage = 1


	projectileClass = class'ChaingunProjectile'
	projectileVelocity = 5500
	projectileInheritedVelFactor = 1.0


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


	animPrefix = "Chaingun"


	fireState = Spinup
	releaseFireState = Spindown


	inventoryIcon		= texture'GUITribes.InvButtonChaingun'
	hudIcon				= texture'HUD.Tabs'
	hudIconCoords		= (U=205,V=472,UL=80,VL=40)
	hudRefireIcon		= texture'HUD.Tabs'
	hudRefireIconCoords	= (U=205,V=421,UL=80,VL=40)


	bGenerateMissSpeechEvents = false
}

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Creation time: st 23.5.2018 00:10:28.776 - Created with UnCodeX