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Gameplay.EnergyBlade

Extends
Weapon

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

Variables Summary
EnergyBlade
intdamageAmt
class<DamageType>damageTypeClass
floatenergyUsage
floatknockBackVelocity
intrange
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
functionbool canFire ()))
function drawDebug (HUD debugHUD))
functionbool hasAmmo ()))
functionProjectile makeProjectile (Rotator fireRot, Vector fireLoc))
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

EnergyBlade

damageAmt Source code

var(EnergyBlade) int damageAmt;

damageTypeClass Source code

var(EnergyBlade) class<DamageType> damageTypeClass;

energyUsage Source code

var(EnergyBlade) float energyUsage;

knockBackVelocity Source code

var(EnergyBlade) float knockBackVelocity;

range Source code

var(EnergyBlade) int range;


Functions Detail

canFire Source code

simulated function bool canFire ( ) )

drawDebug Source code

function drawDebug ( HUD debugHUD) )

hasAmmo Source code

simulated function bool hasAmmo ( ) )

makeProjectile Source code

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

useAmmo Source code

function useAmmo ( ) )


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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Creation time: st 23.5.2018 00:10:29.563 - Created with UnCodeX