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Gameplay.Spinfusor

Extends
Weapon

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Gameplay.Equipment
      |   
      +-- Gameplay.Equippable
         |   
         +-- Gameplay.Weapon
            |   
            +-- Gameplay.Spinfusor

Variables Summary
boolbControllableSkinSet
ShaderdialShader
ControllableTextureRotatordialTexRotator
floatsecsUntilNextFire
Spinfusor
intdialMaterialIndex
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

Functions Summary
function ammoSkinChange ()))
function buildControllableSkins ()))
function FireWeapon ()))
function setControllableSkins ()))
function setHasAmmoSkins ()))
function Tick (float DeltaTime))
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


Variables Detail

bControllableSkinSet Source code

var bool bControllableSkinSet;

dialShader Source code

var Shader dialShader;

dialTexRotator Source code

var ControllableTextureRotator dialTexRotator;

secsUntilNextFire Source code

var float secsUntilNextFire;

Spinfusor

dialMaterialIndex Source code

var(Spinfusor) int dialMaterialIndex;


Functions Detail

ammoSkinChange Source code

simulated function ammoSkinChange ( ) )

buildControllableSkins Source code

simulated function buildControllableSkins ( ) )

FireWeapon Source code

simulated protected function FireWeapon ( ) )

setControllableSkins Source code

simulated function setControllableSkins ( ) )

setHasAmmoSkins Source code

simulated function setHasAmmoSkins ( ) )

Tick Source code

simulated function Tick ( float DeltaTime) )


Defaultproperties

defaultproperties
{
	dialMaterialIndex = 1


	firstPersonMesh = Mesh'Weapons.Spinfusor'
	firstPersonOffset = (X=-26,Y=22,Z=-18)


	roundsPerSecond = 0.56
	ammoCount = 20
	ammoUsage = 1


	bNeedIdleFX = true


	projectileClass = class'SpinfusorProjectile'
	projectileVelocity = 2600
	projectileInheritedVelFactor = 0.5


	aimClass = class'AimProjectileWeapons'
	animClass = class'CharacterEquippableAnimator'


	animPrefix = "Spinfusor"


	inventoryIcon		= texture'GUITribes.InvButtonSpinfusor'
	hudIcon				= texture'HUD.Tabs'
	hudIconCoords		= (U=102,V=472,UL=80,VL=40)
	hudRefireIcon		= texture'HUD.Tabs'
	hudRefireIconCoords	= (U=102,V=421,UL=80,VL=40)
}

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Creation time: st 23.5.2018 00:10:34.902 - Created with UnCodeX