| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||
Core.Object
|
+-- Engine.Actor
|
+-- Gameplay.Equipment
|
+-- Gameplay.Equippable
|
+-- Gameplay.Weapon
|
+-- Gameplay.EnergyBlade
| Variables Summary | |
|---|---|
| EnergyBlade | |
| int | damageAmt |
| class<DamageType> | damageTypeClass |
| float | energyUsage |
| float | knockBackVelocity |
| int | range |
| Functions Summary | ||
|---|---|---|
![]() | bool | canFire ())) |
![]() | drawDebug (HUD debugHUD)) | |
![]() | bool | hasAmmo ())) |
![]() | Projectile | makeProjectile (Rotator fireRot, Vector fireLoc)) |
![]() | useAmmo ())) | |
| Variables Detail |
|---|
| Functions Detail |
|---|
canFire Source code
drawDebug Source code
hasAmmo Source code
makeProjectile Source code
useAmmo Source code| Defaultproperties |
|---|
defaultproperties
{
damageAmt = 20.0
firstPersonMesh = Mesh'Weapons.Blade'
firstPersonOffset = (X=-15,Y=22,Z=-15)
roundsPerSecond = 0.5
ammoUsage = 0
energyUsage = 25.0
range = 200
knockBackVelocity = 5000
aimClass = class'AimProjectileWeapons'
animClass = class'CharacterEquippableAnimator'
animPrefix = "EnergyBlade"
equippedArmAnim = "weapon_energyblade_hold"
bGenerateMissSpeechEvents = false
damageTypeClass = class'ProjectileDamageType'
} |
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