- Extends
- Weapon
Core.Object
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+-- Engine.Actor
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+-- Gameplay.Equipment
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+-- Gameplay.Equippable
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+-- Gameplay.Weapon
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+-- Gameplay.Grappler
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 bControllableSkinSet;
var bool bDisallowFire;
Grappler
ropeNonCollisionLength Source code
var(
Grappler)
float ropeNonCollisionLength;
simulated function ammoSkinChange ( ) )
function beginReelIn ( ) )
BeginState FirePressed Source code
simulated function BeginState ( ) )
BeginState FireReleased Source code
simulated function BeginState ( ) )
simulated function BeginState ( ) )
buildControllableSkins Source code
simulated function buildControllableSkins ( ) )
function bool canUnequip ( ) )
simulated function drop ( ) )
function endReelIn ( ) )
simulated
function onMessage (
Message m) )
simulated function playEquipAnim ( ) )
simulated function playIdleAnim ( ) )
simulated function playUnequipAnim ( ) )
simulated function PostNetBeginPlay ( ) )
simulated event bool releaseFire ( optional bool bClientOnly) )
protected function requestEquipmentDrop ( ) )
sendServerRequestDetachGrapple Source code
private function bool sendServerRequestDetachGrapple ( ) )
simulated function setControllableSkins ( ) )
simulated function setHasAmmoSkins ( ) )
simulated function setOutOfAmmo ( ) )
simulated function Tick ( float DeltaTime) )
TickFirePressed FirePressed Source code
simulated function TickFirePressed ( ) )
simulated
function Timer ( ) )
defaultproperties
{
cableMaterialIndex = 1
firstPersonMesh = SkeletalMesh'Weapons.Grappler'
firstPersonOffset = (X=-26,Y=22,Z=-18)
roundsPerSecond = 1.0
ammoCount = 10
ammoUsage = 1
projectileClass = class'GrapplerProjectile'
projectileVelocity = 2500
ropeClass = class'GrapplerRope'
ropeNonCollisionLength = 300
maxRopeLength = 3000
reelinLengthRate = 500
reelInDelay = 0.5
aimClass = class'AimProjectileWeapons'
animClass = class'CharacterEquippableAnimator'
animPrefix = "Grappler"
} |
Creation time: st 23.5.2018 00:10:29.984 - Created with
UnCodeX