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

Engine.WeaponAttachment


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
class WeaponAttachment extends InventoryAttachment
	native
	nativereplication;

var		byte	FlashCount;			// when incremented, draw muzzle flash for current frame
var		name	FiringMode;			// replicated to identify what type of firing/reload animations to play
var		float	FiringSpeed;		// used by human animations to determine the appropriate speed to play firing animations

// FIXME - should firingmode be compressed to byte?
/*!!MJL
replication
{
	// Things the server should send to the client.
	reliable if( bNetDirty && !bNetOwner && (Role==ROLE_Authority) )
		FlashCount, FiringMode;
}
*/
/* 
ThirdPersonEffects called by Pawn's C++ tick if FlashCount incremented
becomes true
OR called locally for local player
*/
simulated event ThirdPersonEffects()
{
	// spawn 3rd person effects

	// have pawn play firing anim
//NEW (mdf) not used with U2?
/*OLD
	if ( Instigator != None )
		Instigator.PlayFiring(1.0,FiringMode);
*/
}

defaultproperties
{
	FiringSpeed=1.000000
	bReplicateInstigator=true
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: sk 3-1-2016 10:38:40.000 - Creation time: sk 3-1-2016 10:48:43.843 - Created with UnCodeX