Gameplay.TimeChargeUpWeapon
- Extends
- ChargeUpWeapon
- Modifiers
- abstract
Core.Object
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+-- Engine.Actor
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+-- Gameplay.Equipment
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+-- Gameplay.Equippable
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+-- Gameplay.Weapon
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+-- Gameplay.ChargeUpWeapon
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+-- Gameplay.TimeChargeUpWeapon
Direct Known Subclasses:
HandGrenade, MPCarryableThrower
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 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 |
var float chargeRate;
var float tickDelta;
var float timeSinceMaxChargeHit;
TimeChargeUpWeapon
attemptFire FirePressed Source code
simulated function attemptFire ( ) )
BeginState FirePressed Source code
simulated function BeginState ( ) )
BeginState FireReleased Source code
simulated function BeginState ( ) )
simulated function Tick ( float Delta) )
defaultproperties
{
initialChargeRate = 1
chargeRate = 1
chargeRateAccel = 0
peakChargeMaxHoldTime = 3
chargeAnimation = "charge"
releaseAnimation = "fire"
}
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Creation time: st 23.5.2018 00:10:35.450 - Created with
UnCodeX