Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Gameplay.MPCarryableThrower

Extends
TimeChargeUpWeapon

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

Variables Summary
MPCarryablecarryable
MPCarryableThrower
floatextraSpawnDistance
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 ()))
Dropped
function BeginState ()))
FirePressed
function BeginState ()))
FireReleased
function BeginState ()))
Held
function BeginState ()))
Idle
function droppedByCharacter (Character c))
function fireWeapon ()))
function heldByCharacter (Character c))
function launchCarryable (MPCarryable c, Vector newLoc, Rotator fireRot, bool bSpread, optional bool bFreeze))
functionProjectile makeProjectile (Rotator fireRot, Vector fireLoc))
function moveWeapon ()))
function setCarryable (MPCarryable c))
function Tick (float Delta))
Idle
Inherited Functions from Gameplay.TimeChargeUpWeapon
attemptFire, BeginState, Tick
Inherited Functions from Gameplay.ChargeUpWeapon
BeginState

States Summary
Dropped Source code
simulated state Dropped
BeginState
FirePressed Source code
simulated state FirePressed
BeginState
FireReleased Source code
simulated state FireReleased
BeginState
Held Source code
simulated state Held
BeginState
Idle Source code
simulated state Idle
BeginState, Tick


Variables Detail

carryable Source code

var MPCarryable carryable;

MPCarryableThrower

extraSpawnDistance Source code

var(MPCarryableThrower) float extraSpawnDistance;
This distance will be added when carryables spawn as projectiles. Can be used to prevent self-collisions.


Functions Detail

BeginState Dropped Source code

simulated function BeginState ( ) )

BeginState FirePressed Source code

simulated function BeginState ( ) )

BeginState FireReleased Source code

simulated function BeginState ( ) )

BeginState Held Source code

simulated function BeginState ( ) )

BeginState Idle Source code

simulated function BeginState ( ) )

droppedByCharacter Source code

simulated function droppedByCharacter ( Character c) )

fireWeapon Source code

protected function fireWeapon ( ) )

heldByCharacter Source code

simulated function heldByCharacter ( Character c) )

launchCarryable Source code

function launchCarryable ( MPCarryable c, Vector newLoc, Rotator fireRot, bool bSpread, optional bool bFreeze) )

makeProjectile Source code

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

moveWeapon Source code

simulated function moveWeapon ( ) )

setCarryable Source code

function setCarryable ( MPCarryable c) )

Tick Idle Source code

simulated function Tick ( float Delta) )


Defaultproperties

defaultproperties
{
	firstPersonMesh = None
	thirdPersonMesh = None


	chargeScale = 1
	maxCharge = 0.5
	roundsPerSecond = 1.0


	ammoCount = 1
	ammoUsage = 1


	projectileClass = None
	projectileVelocity = 800
	projectileInheritedVelFactor = 1.0


	firstPersonOffset = (X=50,Y=30,Z=0)


	aimClass = class'AimArcWeapons'
	animClass = class'CharacterEquippableAnimator'
	animPrefix = "Carryable"
	releaseAnimation = "throw"
	releaseDelay = 0.1


	bShowChargeOnHUD = true
	bCanDrop = false


	extraSpawnDistance = 100
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: st 23.5.2018 00:10:32.909 - Created with UnCodeX