| 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.ChargeUpWeapon
|
+-- Gameplay.TimeChargeUpWeapon
|
+-- Gameplay.HandGrenade
| Variables Summary | |
|---|---|
| HandGrenade | |
| StaticMesh | droppedMesh |
| Inherited Variables from Gameplay.TimeChargeUpWeapon |
|---|
| chargeAnimation, chargeRate, chargeRateAccel, initialChargeRate, peakChargeMaxHoldTime, releaseAnimation, releaseDelay, tickDelta, timeSinceMaxChargeHit |
| Inherited Variables from Gameplay.ChargeUpWeapon |
|---|
| bShowChargeOnHUD, charge, chargeScale, maxCharge |
| Functions Summary | ||
|---|---|---|
![]() | BeginState ())) Held | |
![]() | bool | canPickup (Character potentialOwner)) |
![]() | extractFirstPersonMeshData ())) | |
![]() | int | getMaxAmmo ())) |
![]() | initialiseVelocity (Projectile p, Vector InitialVelocity)) | |
![]() | bool | needPrompt (Character potentialOwner)) |
![]() | pickup (Character newOwner)) | |
![]() | setDroppedMesh ())) | |
![]() | Tick (float DeltaTime)) | |
![]() | TravelPreAccept ())) | |
| Inherited Functions from Gameplay.TimeChargeUpWeapon |
|---|
| attemptFire, BeginState, Tick |
| Inherited Functions from Gameplay.ChargeUpWeapon |
|---|
| BeginState |
| States Summary |
|---|
| Held Source code |
|---|
|
simulated state Held |
| BeginState |
| Variables Detail |
|---|
| Functions Detail |
|---|
BeginState Held Source code
canPickup Source code
extractFirstPersonMeshData Source code
getMaxAmmo Source code
initialiseVelocity Source code
needPrompt Source code
pickup Source code
setDroppedMesh Source code
Tick Source code
TravelPreAccept Source code| Defaultproperties |
|---|
defaultproperties
{
equipped = true
chargeScale = 0.3
maxCharge = 3.0
roundsPerSecond = 1.0
ammoCount = 5
ammoUsage = 1
projectileClass = class'HandGrenadeProjectile'
projectileVelocity = 800
projectileInheritedVelFactor = 1.0
aimClass = class'AimArcWeapons'
animClass = class'CharacterEquippableAnimator'
animPrefix = "HandGrenade"
droppedMesh = StaticMesh'Weapons.HandGrenadeDropped'
bShowChargeOnHUD = true
} |
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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