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Gameplay.HandGrenade

Extends
TimeChargeUpWeapon

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Gameplay.Equipment
      |   
      +-- Gameplay.Equippable
         |   
         +-- Gameplay.Weapon
            |   
            +-- Gameplay.ChargeUpWeapon
               |   
               +-- Gameplay.TimeChargeUpWeapon
                  |   
                  +-- Gameplay.HandGrenade

Variables Summary
HandGrenade
StaticMeshdroppedMesh
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
function BeginState ()))
Held
functionbool canPickup (Character potentialOwner))
function extractFirstPersonMeshData ()))
functionint getMaxAmmo ()))
function initialiseVelocity (Projectile p, Vector InitialVelocity))
functionbool needPrompt (Character potentialOwner))
function pickup (Character newOwner))
function setDroppedMesh ()))
function Tick (float DeltaTime))
function 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

HandGrenade

droppedMesh Source code

var(HandGrenade) StaticMesh droppedMesh;


Functions Detail

BeginState Held Source code

simulated function BeginState ( ) )

canPickup Source code

function bool canPickup ( Character potentialOwner) )

extractFirstPersonMeshData Source code

simulated function extractFirstPersonMeshData ( ) )

getMaxAmmo Source code

function int getMaxAmmo ( ) )

initialiseVelocity Source code

function initialiseVelocity ( Projectile p, Vector InitialVelocity) )

needPrompt Source code

function bool needPrompt ( Character potentialOwner) )

pickup Source code

function pickup ( Character newOwner) )

setDroppedMesh Source code

simulated function setDroppedMesh ( ) )

Tick Source code

simulated function Tick ( float DeltaTime) )

TravelPreAccept Source code

function TravelPreAccept ( ) )


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
}

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Creation time: st 23.5.2018 00:10:30.558 - Created with UnCodeX