- Extends
- TimeChargeUpWeapon
Core.Object
|
+-- Engine.Actor
|
+-- Gameplay.Equipment
|
+-- Gameplay.Equippable
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+-- Gameplay.Weapon
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+-- Gameplay.ChargeUpWeapon
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+-- Gameplay.TimeChargeUpWeapon
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+-- Gameplay.HandGrenade
HandGrenade
simulated function BeginState ( ) )
function bool canPickup (
Character potentialOwner) )
extractFirstPersonMeshData Source code
simulated function extractFirstPersonMeshData ( ) )
function int getMaxAmmo ( ) )
function bool needPrompt (
Character potentialOwner) )
simulated function setDroppedMesh ( ) )
simulated function Tick ( float DeltaTime) )
function TravelPreAccept ( ) )
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
} |
Creation time: st 23.5.2018 00:10:30.558 - Created with
UnCodeX