- Extends
- Equippable
- Modifiers
- config ( Weapons ) native
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
Direct Known Subclasses:
AssaultShipWeapon, Blaster, Buckler, Burner, Chaingun, ChargeUpWeapon, EnergyBlade, GloraxMeleeWeapon, GloraxWeapon, Grappler, GrenadeLauncher, Mortar, PodWeapon, RocketPod, SniperRifle, Spinfusor, TankWeapon, tmodWeaponPointer, TurretWeapon
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 |
Inherited Variables from Gameplay.Equipment |
attentionFXDuration, attentionFXMaterial, attentionFXSpacing, attentionLeft, awaitingPickupPhysics, bCanDrop, bCanPickup, bDropped, bHeld, bPlayPickupSound, droppedElasticity, dropVelocity, heldStartState, hudIcon, hudIconCoords, hudRefireIcon, hudRefireIconCoords, infoString, inventoryIcon, localizedName, next, nextAttentionTime, pickupProxy, pickupRadius, prev, prompt, sensorUpdateFlag, spawnPoint |
Functions Summary |
| | addSpeedPackScale (float scale))
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| Actor | AIAimTrace (out Vector hitLocation, out Vector hitNormal, Vector traceStart, Vector traceEnd)
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| | aimTrace (out Vector hitLocation, Vector traceStart, Vector traceDirection)
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| bool | allowPrompt (Character potentialOwner))
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| bool | altFire (optional bool _fireOnce))
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| | applyPickupDelay ()))
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| | attemptFire ())) FirePressed |
| | BeginState ())) Dropped |
| | BeginState ())) FirePressed |
| | BeginState ())) FireReleased |
| | BeginState ())) Held |
| | BeginState ())) Idle |
| Vector | calcProjectileSpawnLocation (Rotator fireRot))
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| bool | canExpire ()))
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| bool | canFire ()))
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| bool | canPickup (Character potentialOwner))
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| | Destroyed ()))
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| | doSwitch (Character newOwner))
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| | drawDebug (HUD debugHUD)
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| | droppedByCharacter (Character c))
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| | EndState ())) Idle |
| | extractFirstPersonMeshData ()))
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| bool | fire (optional bool _fireOnce))
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| | firedEffectProcessing ()))
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| | FireEmpty ())) Empty |
| bool | fireRatePassed ()))
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| | FireWeapon ()))
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| rotator | getAimAdjustedViewRotation (PlayerController pc, Vector fireLoc))
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| Rotator | getAimRotation (Vector fireLoc))
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| int | getMaxAmmo ()))
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| float | getPredictedProjectileGravity ()))
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| float | GetProjectileSpreadScale ()))
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| bool | handleReleaseFire ())) Empty |
| bool | hasAmmo ()))
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| | heldByCharacter (Character c))
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| int | increaseAmmo (int quantity))
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| | initialiseVelocity (Projectile p, Vector InitialVelocity))
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| Projectile | makeProjectile (Rotator fireRot, Vector fireLoc))
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| bool | needPrompt (Character potentialOwner))
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| | onThirdPersonFireCount ()))
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| | pickup (Character newOwner))
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| | playCharacterFireAnim ()))
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| | playEquipAnim ()))
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| | playIdleAnim ()))
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| | playPostFireAnim ()))
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| | playUnequipAnim ()))
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| | PostNetBeginPlay ()))
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| | PostNetReceive ()))
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| | PrecacheWeaponRenderData (LevelInfo Level, class<Weapon> WeaponClass))
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| bool | releaseAltFire ()))
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| | removeSpeedPackScale ()))
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| | requestEquipmentDrop ()))
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| | setHasAmmoSkins ()))
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| | setOutOfAmmo ()))
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| | setupFirstPerson ()))
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| | Tick (float Delta)) Empty |
| | Tick (float Delta)) FirePressed |
| | TickFirePressed ())) FirePressed |
| bool | TriggerWeaponEffect (name EffectEvent))
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| | UpdatePrecacheRenderData ()))
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| | useAmmo ()))
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| bool | willHurtFriendly (Vector hitLocation, float timeToHit, bool bDoObstacleCheck ))
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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 |
Inherited Functions from Gameplay.Equipment |
allowPrompt, Attach, BeginState, canExpire, canPickup, Destroyed, doSwitch, drop, endHeldByCharacter, EndState, equipmentGone, GetOverlayMaterial, gotoHeldState, HitWall, isInNoDropRangeOfInventoryStation, needPrompt, onMessage, onPickup, onTakenFromSpawnPoint, pickup, PickupProxyTouch, PickupProxyUntouch, PostNetReceive, removeDroppedEquipment, requestEquipmentDrop, setDropLocation, setDropVelocity, setMovementReplication, setup, setupDropped, startHeldByCharacter, Tick, Timer, TravelPreAccept |
AIAccelerationModifier Source code
var float AIAccelerationModifier;
var private bool bBeingSwitched;
var bool bFiredWeapon;
bGenerateMissSpeechEvents Source code
var bool bGenerateMissSpeechEvents;
var name fireAnimation;
var bool fireOnce;
var float lastFireTime;
var int localAmmoCount;
var private bool localPickupDelay;
var bool noAmmo;
var private bool pickupDelay;
var
Vector projectileSpawnOffset;
var float speedPackScale;
var float startEquippingTime;
Weapon
var(
Weapon) travel
int ammoCount;
var(
Weapon)
string fireAnimSubString;
var(
Weapon) config
float hudReticuleCenterX;
var(
Weapon) config
float hudReticuleCenterY;
var(
Weapon) config
float hudReticuleHeight;
var(
Weapon) config
float hudReticuleWidth;
projectileInheritedVelFactor Source code
var(
Weapon)
float projectileInheritedVelFactor;
var(
Weapon)
name projectileSpawnBone;
var(
Weapon)
float projectileVelocity;
var(
Weapon)
float roundsPerSecond;
simulated
function addSpeedPackScale (
float scale) )
final native final
function aimTrace ( out
Vector hitLocation,
Vector traceStart,
Vector traceDirection )
function bool allowPrompt (
Character potentialOwner) )
simulated event bool altFire ( optional bool _fireOnce) )
function applyPickupDelay ( ) )
attemptFire FirePressed Source code
simulated function attemptFire ( ) )
simulated function BeginState ( ) )
BeginState FirePressed Source code
simulated function BeginState ( ) )
BeginState FireReleased Source code
simulated function BeginState ( ) )
simulated function BeginState ( ) )
simulated function BeginState ( ) )
calcProjectileSpawnLocation Source code
simulated
function Vector calcProjectileSpawnLocation (
Rotator fireRot) )
simulated function bool canExpire ( ) )
simulated function bool canFire ( ) )
function bool canPickup (
Character potentialOwner) )
simulated function Destroyed ( ) )
function drawDebug (
HUD debugHUD )
simulated
function droppedByCharacter (
Character c) )
simulated function EndState ( ) )
extractFirstPersonMeshData Source code
simulated function extractFirstPersonMeshData ( ) )
simulated event bool fire ( optional bool _fireOnce) )
simulated function firedEffectProcessing ( ) )
simulated function FireEmpty ( ) )
simulated function bool fireRatePassed ( ) )
simulated protected function FireWeapon ( ) )
getAimAdjustedViewRotation Source code
function int getMaxAmmo ( ) )
getPredictedProjectileGravity Source code
function float getPredictedProjectileGravity ( ) )
GetProjectileSpreadScale Source code
simulated function float GetProjectileSpreadScale ( ) )
handleReleaseFire Empty Source code
simulated protected function bool handleReleaseFire ( ) )
simulated function bool hasAmmo ( ) )
simulated
function heldByCharacter (
Character c) )
final function int increaseAmmo ( int quantity) )
function bool needPrompt (
Character potentialOwner) )
onThirdPersonFireCount Source code
simulated function onThirdPersonFireCount ( ) )
simulated function playCharacterFireAnim ( ) )
simulated function playEquipAnim ( ) )
simulated function playIdleAnim ( ) )
simulated protected function playPostFireAnim ( ) )
simulated function playUnequipAnim ( ) )
simulated function PostNetBeginPlay ( ) )
simulated function PostNetReceive ( ) )
PrecacheWeaponRenderData Source code
static simulated
function PrecacheWeaponRenderData (
LevelInfo Level,
class<
Weapon>
WeaponClass) )
simulated event bool releaseAltFire ( ) )
simulated function removeSpeedPackScale ( ) )
protected function requestEquipmentDrop ( ) )
simulated function setHasAmmoSkins ( ) )
simulated function setOutOfAmmo ( ) )
simulated function setupFirstPerson ( ) )
simulated function Tick ( float Delta) )
simulated function Tick ( float Delta) )
TickFirePressed FirePressed Source code
simulated function TickFirePressed ( ) )
simulated function bool TriggerWeaponEffect ( name EffectEvent) )
UpdatePrecacheRenderData Source code
simulated function UpdatePrecacheRenderData ( ) )
function useAmmo ( ) )
function bool willHurtFriendly (
Vector hitLocation,
float timeToHit,
bool bDoObstacleCheck ) )
defaultproperties
{
bNetNotify = true
bNoRepMesh = true
bCanDrop = true
triggeredBy = "all"
AIAccelerationModifier = 1.0
roundsPerSecond = 0.5
ammoCount = 20
ammoUsage = 1
localAmmoCount = 99999999
speedPackScale = 1.0
projectileClass = class'Projectile'
projectileSpawnBone = Muzzle
projectileVelocity = 2500
hudReticule = texture'HUD.ReticuleDirect'
hudReticuleWidth = 128
hudReticuleHeight = 128
hudReticuleCenterX = 64
hudReticuleCenterY = 64
fireAnimation = Fire
bGenerateMissSpeechEvents = true
prompt = "Press '%1' to swap your %2 for a %3."
} |
Creation time: st 23.5.2018 00:10:39.138 - Created with
UnCodeX