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Engine.Weapon

Extends
Inventory
Modifiers
abstract native nativereplication

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon

Direct Known Subclasses:

U2Weapon

Constants Summary
Inherited Contants from Engine.Actor
CCFloatHeight, DefaultPathingCollisionHeight, DefaultPathingCollisionRadius, DF_Collision, DF_None, PF_AlphaTexture, PF_AntiPortal, PF_EdCut, PF_EdProcessed, PF_Environment, PF_FakeBackdrop, PF_Flat, PF_FlatShaded, PF_HighShadowDetail, PF_Invisible, PF_Masked, PF_Memorized, PF_Mirrored, PF_Modulated, PF_NoMerge, PF_NoSmooth, PF_NotSolid, PF_NoZTest, PF_Occlude, PF_Portal, PF_RenderFog, PF_Selected, PF_Semisolid, PF_SpecialLit, PF_Translucent, PF_TwoSided, PF_Unlit, PF_Unused0, PF_Unused1, PF_Unused2, PF_Unused3, PF_Unused4, PF_Unused5, PF_Wireframe, ST_Crouching, ST_None, ST_Prone, ST_Standing, TRACE_Actors, TRACE_AllBlocking, TRACE_AllColliding, TRACE_Blocking, TRACE_Debug, TRACE_Hash, TRACE_Level, TRACE_LevelGeometry, TRACE_Material, TRACE_Movers, TRACE_OnlyProjActor, TRACE_Others, TRACE_Pawns, TRACE_ProjTargets, TRACE_ShadowCast, TRACE_SingleResult, TRACE_StopAtFirstHit, TRACE_Usable, TRACE_VisibleNonColliding, TRACE_Volumes, TRACE_World

Variables Summary
RotatorAdjustedAim
PowerupsAffector
floatAIRating
floatAltAccuracy
class<DamageType>AltDamageType
class<projectile>AltProjectileClass
floatAltRefireRate
class<ammunition>AmmoName
ammunitionAmmoType
intAutoSwitchPriority
boolbAltInstantHit
boolbAltSplashDamage
boolbAltWarnTarget
boolbCanThrow
boolbChangeWeapon
boolbForceAltFire
boolbForceFire
boolbInstantHit
boolbMeleeWeapon
boolbOwnsCrosshair
boolbPointing
boolbRapidAltFire
boolbRapidFire
boolbRecommendAltSplashDamage
boolbRecommendSplashDamage
boolbSnipe
boolbSplashDamage
boolbSteadyToggle
boolbWarnTarget
boolbWeaponUp
floatDisplayFOV
floatFireAdjust
vectorFireOffset
floatFiringSpeed
floatInstFlash
vectorInstFog
stringLeftHandedMesh
floatMaxRange
class<DamageType>MyDamageType
ColorNameColor
intPickupAmmoCount
floatPreferCrouchingMultiplier
floatPreferProneMultiplier
class<projectile>ProjectileClass
floatRefireRate
floatRegAccuracy
byteReloadCount
floatShakeMag
vectorShakeSpeed
floatShakeTime
vectorShakeVert
floatTraceDist
stringWeaponDescription
Weapon
soundAltFireSound
soundCockingSound
soundFireSound
stringMessageNoAmmo
soundSelectSound
Inherited Variables from Engine.Inventory
AttachmentClass, bDisplayableInv, bMergesCopies, BobDamping, bTossedOut, Charge, GroupOffset, Icon, IconIndex, InventoryGroup, ItemID, ItemName, PickupClass, PlayerViewOffset, StatusIcon, ThirdPersonActor, ThirdPersonMesh, ThirdPersonMeshInstance, ThirdPersonRelativeLocation, ThirdPersonRelativeRotation, ThirdPersonScale, ThirdPersonStaticMesh
Inherited Variables from Engine.Actor
Acceleration, ActorFOV, ActorRenderData, ActorTag, ActorTimeDilation, AlignMeshNormal, AlignMeshTraceOffset1, AlignMeshTraceOffset2, AlignMeshTraceOffset3, AlignMeshTraceVector, AmbientColor, AmbientGlow, AmbientRotationRate, AmbientSound, AnimFrame, AnimRate, AnimSequence, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bActorShadows, bAllowClipping, bAlwaysRelevant, bAlwaysTick, bAnimByOwner, bAnimFinished, bAnimLoopFinished, bAnimNoExist, Base, bAutoEnableAgent, bBlockActors, bBlockNavigation, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockStepping, bBlockZeroExtentTraces, bBounce, bCanEncroachPlayer, bCanFallOutOfWorld, bCanMantle, bCanTeleport, bClientAnim, bClientDemoNetFunc, bClientDemoRecording, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDeleteMe, bDemoRecording, bDestroyInPainVolume, bDifficulty0, bDifficulty1, bDifficulty2, bDirectional, bDisturbFluidSurface, bDoMissionFiltering, bDynamicLight, bEdCanOverlap, bEditorPlaced, bEdShouldSnap, bEdSnap, bFixedRotationDir, bGameRelevant, bHidden, bHiddenEd, bHiddenEdGroup, bHiddenRelevant, bHiddenUsable, bHighDetail, bHurtEntry, bIgnoreImpactForces, bIgnoreSingularityDamage, bIgnoreSingularityForces, bInterpolating, bJustTeleported, bLaunchPawns, bLensFlare, bLightChanged, bLightParticles, bLocalGameEvent, bLockLocation, BlurDegree, bManualTick, bMeshAlwaysRefresh, bMountDetachDestroy, bMovable, bMustFace, bNetDirty, bNetInitial, bNetOptional, bNetOwner, bNetRelevant, bNetTemporary, bNeverBatch, bNoDelete, bNoSmooth, bNoStaticMeshCollide, bObsolete, bOnlyDirtyReplication, bOnlyOwnerSee, bOrientOnSlope, bOwnerNoSee, bPathColliding, bPathTemp, bPaused, bPendingDelete, bPostMission110276, bPostMission83, bPreMission00, bPreMission01, bPreMission02, bPreMission03, bPreMission04, bPreMission05, bPreMission06, bPreMission07, bPreMission08, bPreMission09, bPreMission10, bPreMission11, bPreMission12, bPreMission13, bProjTarget, bRenderLater, bRenderNoPredict, bReplicateAnimations, bReplicateInstigator, bReplicateMovement, bRequiresWorldZBuffer, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bSkipActorPropertyReplication, bSpecialLit, bSpecialRotationRep, bStasis, bStatic, bStaticLighting, bTearOff, bTempEditor, bTicked, bTimerLoop, bTrailerPrePivot, bTrailerSameRotation, bTravel, bTravelGameEvent, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseDynamicLights, bWorldGeometry, CanEncroachList, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, DebugAlignMeshLevel, Deleted, DesiredRotation, DetailLevel, DrawScale, DrawScale3D, DrawType, Event, FallingAddedAcceleration, FallingMaxVelocityXY, FallingMaxVelocityZ, ForceRadius, ForceScale, ForceType, GoreLevel, Group, IndentStr, InitialState, Instigator, Inventory, KParams, LastRenderTime, LatentFloat, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightPriority, LightRadius, LightRenderData, LightSaturation, LightTag, LightType, Location, LODBias, Mass, Mesh, MeshInstance, MeshParams, MessageClass, MountDetachPhysics, MountOldLocation, MountOldRotation, MountOrgLocation, MountOrgRotation, MountParentActor, MountParentNode, MountParentTag, NetPriority, NetTag, NetUpdateFrequency, nextParticleLight, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, PrimaryDynamicLight, PrimaryStaticLight, Projectors, ProximityReticleOnEvents, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderBoundFactor, RenderInterface, RenderIteratorClass, RenderRevision, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SoundPitch, SoundRadius, SoundVolume, Speaker, SpecialDisplayFlags, SpriteProjForward, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, SwingFriction, SwingGravDir, SwingLength, SwingPivot, Tag, TerrainZOffset, Texture, TimerCounter, TimerRate, Touching, TransientSoundRadius, TransientSoundVolume, TweenRate, UseReticleOnEvents, Velocity, VisibilityHeight, VisibilityRadius, VolumeBrightness, VolumeFog, VolumeRadius, XLevel

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDoubleClickDir, EDrawType, EFilterState, EForceType, ELightEffect, ELightType, EMeshNodeRelType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ETacticalMoveType, ETravelType

Structures Summary
Inherited Structures from Engine.Actor
ActorList, ActorRenderDataPtr, ActorType, AnimRep, AnimStruct, BatchReference, CheckResult, Face, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr, TCollision

Functions Summary
function AltFire ()))
event BeginState ()))
Active
event BeginState ()))
DownWeapon
event BeginState ()))
PendingClientWeaponSet
function BringUp ()))
functionbool CanFire ()))
function ChangeAmmoType ()
function ClearWeaponEffects ()
function ClientWeaponEvent (name EventType)
function ClientWeaponSet (bool bOptionalSet))
event Destroyed ()))
function DisplayDebug (Canvas Canvas, out float YL, out float YPos))
function DropFrom (vector StartLocation))
event EndState ()))
Active
event EndState ()))
PendingClientWeaponSet
function Fire ()))
functionint GetAmmoAmount ()))
functionint GetClipAmount ()))
functionint GetClipSize ()))
functionvector GetFireStart (vector X, vector Y, vector Z))
functionint GetMaxAmmo ()))
functionint GetNumAmmoTypes ()))
functionfloat GetPreferCrouchingMultiplier ()))
functionfloat GetPreferProneMultiplier ()))
functionfloat GetProjSpeed (bool bAlt ))
function GiveAmmo (Pawn Other ))
function GiveTo (Pawn Other, optional bool bDontTryToSwitch))
functionbool HandlePickupQuery (Pickup Item ))
functionbool HasAmmo ()))
functionbool HasAnyAmmo ()))
functionbool HasEnoughAmmo (int MinUses ))
functionbool NeedsToReload ()))
function PlayAltFiring ()))
function PlayFiring ()))
function PlayIdleAnim ()))
function PlayReloading ()))
function PlaySelect ()))
event PostBeginPlay ()))
function PostRecvOwner ()))
function PostRender (canvas Canvas)
function ProcessTraceHit (Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z))
functionProjectile ProjectileFire (class ProjClass ))
functionbool PutDown ()))
functionbool PutDown ()))
Active
functionbool PutDown ()))
DownWeapon
functionfloat RateSelf (Actor Target, out byte bUseAltMode ))
functionWeapon RecommendWeapon (Actor Target, out float Rating, out byte bUseAltMode ))
event Replication ()))
functionbool SetAmmoType (int SelectionIndex ))
functionbool SetAmmoTypeStr (string AmmoTypeString ))
function setHand (float Hand))
functionbool ShouldSwitchWeapon (Weapon CurrentWeapon, bool bOptionalSet ))
functionbool SnipingWeapon ()))
functionbool SplashJump ()))
functionfloat SuggestAttackStyle (Actor Target ))
functionfloat SuggestDefenseStyle (Actor Target ))
functionfloat SuggestDuration (byte bUseAltMode ))
functionfloat SwitchPriority ()))
event Timer ()))
PendingClientWeaponSet
function TraceFire (float Accuracy ))
event TravelPreAccept ()))
function TweenDown ()))
function UpdateAutoSwitchPriority (PlayerController PC ))
functionWeapon WeaponChange (byte F, Weapon CurrentChoice)
Inherited Functions from Engine.Inventory
AttachToPawn, Destroyed, DetachFromPawn, DropFrom, GetHumanReadableName, GetShortName, GiveTo, HandlePickupQuery, NextWeapon, NotifyAddInventory, NotifyDeleteInventory, OwnerEvent, PickupFunction, PostRecvOwner, PrevWeapon, PrioritizeArmor, RecommendWeapon, RenderOverlays, Replication, SelectNext, SetOwnerDisplay, TransferProperties, TransferPropertiesTo, TransferSpecialProperties, TravelPostAccept, TravelPreAccept, updaterelative, Use, WeaponChange
Inherited Functions from Engine.Actor
*, +, -, AddActor, AddActorAt, AddArrow, AddBox, AddCylinder, AddLine, AlignMeshSpecialHandling, AllActors, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, Attach, AttachToBone, AutoDestroy, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BM, BroadcastLocalizedMessage, Bump, CanHit, CanSplash, ChildActors, ClearRenderData, CollidingActors, ColorBlack, ColorBlue, ColorBrown, ColorCyan, ColorDkBlue, ColorDkCyan, ColorDkGreen, ColorDkGrey, ColorDkMagenta, ColorDkRed, ColorDkYellow, ColorGreen, ColorGrey, ColorLtGrey, ColorMagenta, ColorOrange, ColorPink, ColorRed, ColorWhite, ColorYellow, ConsoleCommand, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, DialogBegin, DialogEnd, DialogInitiate, DialogPause, DialogSetEndingFocus, DialogSetFocus, DialogTerminate, DialogUnPause, DisplayDebug, DM, DMAssert, DMN, DMT, DMTN, DMTNS, DOREP, DTM, DynamicActors, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, FallLanding, FastTrace, FellOutOfWorld, FindActorByTag, FindBase, FinishAnim, FinishInterpolation, FitActorAt, FORCEREP, GainedChild, GetAgentAnimInfo, GetAgentInputInfo, GetAnim, GetAnimBaseName, GetAnimCount, GetAnimExtInfo1, GetAnimExtInfo2, GetAnimFrames, GetAnimGroup, GetAnimIndex, GetAnimParams, GetAnimSlot, GetAnimVersion, GetAverageSurfaceNormal, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClient, GetCollisionBoundingBox, GetCommandLine, GetDescription, GetGoreDetailLevel, GetHumanReadableName, GetItemName, GetLocalString, GetMapName, GetMaxDetailLevel, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetOggDuration, GetRenderBoundingBox, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, GetSkill, GetSoundDuration, GetURLMap, HasAnim, HitWall, HitWallEx, HurtRadius, ID, IsAnimating, IsDetailLevelOK, IsDifficultyOK, IsGoreOK, IsInPain, IsInVolume, IsNPC, IsPlayer, IsRealPlayer, IsTweening, IsUsable, KAddForce, KAddImpulse, KAddTorque, KDisableCollision, KEnableCollision, KGetCOMOffset, KGetCOMPosition, KGetDampingProps, KGetFriction, KGetImpactThreshold, KGetInertiaTensor, KGetMass, KGetRestitution, KilledBy, KImpact, KSetCOMOffset, KSetDampingProps, KSetFriction, KSetImpactThreshold, KSetInertiaTensor, KSetMass, KSetRestitution, KSetStayUpright, KWake, Landed, LandedEx, LinkSkelAnim, LockRootMotion, LoopAnim, LostChild, MakeColor, MakeNoise, MatchStarting, MeshAgentCallAction, MeshAgentEnableChannel, MeshAgentGetActionCount, MeshAgentGetActionName, MeshAgentGetChannelBoundAction, MeshAgentGetChannelBoundLevel, MeshAgentGetChannelBoundTime, MeshAgentGetChannelCount, MeshAgentGetChannelName, MeshAgentGetChannelScriptName, MeshAgentGetInputCount, MeshAgentGetInputCurValue, MeshAgentGetInputName, MeshAgentGetInputValueCount, MeshAgentGetInputValueName, MeshAgentImmediateAction, MeshAgentResetChannel, MeshAgentSetInputCurValue, MeshAgentSetInputLock, MeshGetAttachments, MeshGetNodeCount, MeshGetNodeIndexed, MeshGetNodeNamed, MeshGetNodeWeapon, MeshGetSatelliteActor, MeshGetSatelliteLocation, MeshGetStaticMeshAttachmentOffset, MeshNodeGetIndex, MeshNodeGetRotation, MeshNodeGetScale, MeshNodeGetTranslation, MeshNodeSetRotation, MeshNodeSetScale, MeshNodeSetTranslation, MeshSetSatellite, MeshSetStaticMeshAttachmentOffset, MeshSetStaticMeshAttachmentSkin, MeshSetStaticMeshAttachmentSkinsAll, ModifyDefaultProperties, MountSetParent, Move, MoveAttachment, MoveCacheEntry, MoveSmooth, NearSpot, NotifyGoreDetailChanged, NotifyLog, NotifyPlaySound, NotifyPlaySoundRadius, NotifyUnuse, OD, OnUnuse, OnUse, ParticleTrigger, ParticleUnTrigger, PauseAudio, PhysicsVolumeChange, PlayAnim, PlayerCanSeeMe, PlayMusic, PlayOwnedSound, PlaySound, PlayVoice, PlusDir, PostBeginPlay, PostTeleport, PostTouch, PreBeginPlay, PreparedForDialog, PreTeleport, RadiusActors, RedoBNetInitial, RefreshAllScriptProcesses, ReplaceText, Replication, Reset, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetClassStatic, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetTimer, ShouldDestroy, SingleLineCheck, Sleep, Spawn, SpecialHandling, StartInterpolation, StopAllMusic, StopAnimating, StopMovement, StopMusic, StopSound, StopSoundSlot, StopVoice, StopVoiceFile, TakeDamage, Tick, Timer, TM, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TraceTexture, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnPauseAudio, UnTouch, UnTrigger, UntriggerEvent, UpdateMountPhysics, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange

States Summary
Active Source code
state Active
BeginState, EndState, PutDown
DownWeapon Source code
state DownWeapon
BeginState, PutDown
PendingClientWeaponSet Source code
state PendingClientWeaponSet
BeginState, EndState, Timer


Variables Detail

AdjustedAim Source code

var Rotator AdjustedAim;

Affector Source code

var Powerups Affector;

AIRating Source code

var float AIRating;

AltAccuracy Source code

var float AltAccuracy;

AltDamageType Source code

var class<DamageType> AltDamageType;

AltProjectileClass Source code

var class<projectile> AltProjectileClass;

AltRefireRate Source code

var float AltRefireRate;

AmmoName Source code

var class<ammunition> AmmoName;

AmmoType Source code

var travel ammunition AmmoType;

AutoSwitchPriority Source code

var int AutoSwitchPriority;

bAltInstantHit Source code

var bool bAltInstantHit;

bAltSplashDamage Source code

var bool bAltSplashDamage;

bAltWarnTarget Source code

var bool bAltWarnTarget;

bCanThrow Source code

var bool bCanThrow;

bChangeWeapon Source code

var bool bChangeWeapon;

bForceAltFire Source code

var bool bForceAltFire;

bForceFire Source code

var bool bForceFire;

bInstantHit Source code

var bool bInstantHit;

bMeleeWeapon Source code

var bool bMeleeWeapon;

bOwnsCrosshair Source code

var bool bOwnsCrosshair;

bPointing Source code

var bool bPointing;

bRapidAltFire Source code

var bool bRapidAltFire;

bRapidFire Source code

var bool bRapidFire;

bRecommendAltSplashDamage Source code

var bool bRecommendAltSplashDamage;

bRecommendSplashDamage Source code

var bool bRecommendSplashDamage;

bSnipe Source code

var bool bSnipe;

bSplashDamage Source code

var bool bSplashDamage;

bSteadyToggle Source code

var bool bSteadyToggle;

bWarnTarget Source code

var bool bWarnTarget;

bWeaponUp Source code

var bool bWeaponUp;

DisplayFOV Source code

var float DisplayFOV;

FireAdjust Source code

var float FireAdjust;

FireOffset Source code

var vector FireOffset;

FiringSpeed Source code

var float FiringSpeed;

InstFlash Source code

var float InstFlash;

InstFog Source code

var vector InstFog;

LeftHandedMesh Source code

var string LeftHandedMesh;

MaxRange Source code

var float MaxRange;

MyDamageType Source code

var class<DamageType> MyDamageType;

NameColor Source code

var Color NameColor;

PickupAmmoCount Source code

var int PickupAmmoCount;

PreferCrouchingMultiplier Source code

var float PreferCrouchingMultiplier;

PreferProneMultiplier Source code

var float PreferProneMultiplier;

ProjectileClass Source code

var class<projectile> ProjectileClass;

RefireRate Source code

var float RefireRate;

RegAccuracy Source code

var float RegAccuracy;

ReloadCount Source code

var byte ReloadCount;

ShakeMag Source code

var float ShakeMag;

ShakeSpeed Source code

var vector ShakeSpeed;

ShakeTime Source code

var float ShakeTime;

ShakeVert Source code

var vector ShakeVert;

TraceDist Source code

var float TraceDist;

WeaponDescription Source code

var Localized string WeaponDescription;

Weapon

AltFireSound Source code

var(Weapon) sound AltFireSound;

CockingSound Source code

var(Weapon) sound CockingSound;

FireSound Source code

var(Weapon) sound FireSound;

MessageNoAmmo Source code

var(Weapon) Localized string MessageNoAmmo;

SelectSound Source code

var(Weapon) sound SelectSound;


Functions Detail

AltFire Source code

simulated function AltFire ( ) )

BeginState Active Source code

simulated event BeginState ( ) )

BeginState DownWeapon Source code

simulated event BeginState ( ) )

BeginState PendingClientWeaponSet Source code

simulated event BeginState ( ) )

BringUp Source code

simulated function BringUp ( ) )

CanFire Source code

function bool CanFire ( ) )

ChangeAmmoType Source code

simulated function ChangeAmmoType ( )

ClearWeaponEffects Source code

simulated function ClearWeaponEffects ( )

ClientWeaponEvent Source code

function ClientWeaponEvent ( name EventType )

ClientWeaponSet Source code

simulated function ClientWeaponSet ( bool bOptionalSet) )

Destroyed Source code

event Destroyed ( ) )

DisplayDebug Source code

simulated function DisplayDebug ( Canvas Canvas, out float YL, out float YPos) )

DropFrom Source code

function DropFrom ( vector StartLocation) )

EndState Active Source code

simulated event EndState ( ) )

EndState PendingClientWeaponSet Source code

simulated event EndState ( ) )

Fire Source code

simulated function Fire ( ) )

GetAmmoAmount Source code

simulated function int GetAmmoAmount ( ) )

GetClipAmount Source code

simulated function int GetClipAmount ( ) )

GetClipSize Source code

simulated function int GetClipSize ( ) )

GetFireStart Source code

simulated function vector GetFireStart ( vector X, vector Y, vector Z) )

GetMaxAmmo Source code

simulated function int GetMaxAmmo ( ) )

GetNumAmmoTypes Source code

function int GetNumAmmoTypes ( ) )

GetPreferCrouchingMultiplier Source code

function float GetPreferCrouchingMultiplier ( ) )

GetPreferProneMultiplier Source code

function float GetPreferProneMultiplier ( ) )

GetProjSpeed Source code

function float GetProjSpeed ( bool bAlt ) )

GiveAmmo Source code

function GiveAmmo ( Pawn Other ) )

GiveTo Source code

function GiveTo ( Pawn Other, optional bool bDontTryToSwitch) )

HandlePickupQuery Source code

function bool HandlePickupQuery ( Pickup Item ) )

HasAmmo Source code

simulated function bool HasAmmo ( ) )

HasAnyAmmo Source code

simulated function bool HasAnyAmmo ( ) )

HasEnoughAmmo Source code

function bool HasEnoughAmmo ( int MinUses ) )

NeedsToReload Source code

simulated function bool NeedsToReload ( ) )

PlayAltFiring Source code

simulated function PlayAltFiring ( ) )

PlayFiring Source code

simulated function PlayFiring ( ) )

PlayIdleAnim Source code

simulated function PlayIdleAnim ( ) )

PlayReloading Source code

simulated function PlayReloading ( ) )

PlaySelect Source code

simulated function PlaySelect ( ) )

PostBeginPlay Source code

event PostBeginPlay ( ) )

PostRecvOwner Source code

simulated function PostRecvOwner ( ) )

PostRender Source code

simulated function PostRender ( canvas Canvas )

ProcessTraceHit Source code

function ProcessTraceHit ( Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z) )

ProjectileFire Source code

function Projectile ProjectileFire ( class<projectile> ProjClass ) )

PutDown Source code

simulated function bool PutDown ( ) )

PutDown Active Source code

simulated function bool PutDown ( ) )

PutDown DownWeapon Source code

simulated function bool PutDown ( ) )

RateSelf Source code

function float RateSelf ( Actor Target, out byte bUseAltMode ) )

RecommendWeapon Source code

simulated function Weapon RecommendWeapon ( Actor Target, out float Rating, out byte bUseAltMode ) )

Replication Source code

event Replication ( ) )

SetAmmoType Source code

function bool SetAmmoType ( int SelectionIndex ) )

SetAmmoTypeStr Source code

function bool SetAmmoTypeStr ( string AmmoTypeString ) )

setHand Source code

simulated function setHand ( float Hand) )

ShouldSwitchWeapon Source code

function bool ShouldSwitchWeapon ( Weapon CurrentWeapon, bool bOptionalSet ) )

SnipingWeapon Source code

function bool SnipingWeapon ( ) )

SplashJump Source code

function bool SplashJump ( ) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( Actor Target ) )

SuggestDefenseStyle Source code

function float SuggestDefenseStyle ( Actor Target ) )

SuggestDuration Source code

function float SuggestDuration ( byte bUseAltMode ) )

SwitchPriority Source code

simulated function float SwitchPriority ( ) )

Timer PendingClientWeaponSet Source code

simulated event Timer ( ) )

TraceFire Source code

function TraceFire ( float Accuracy ) )

TravelPreAccept Source code

event TravelPreAccept ( ) )

TweenDown Source code

simulated function TweenDown ( ) )

UpdateAutoSwitchPriority Source code

function UpdateAutoSwitchPriority ( PlayerController PC ) )

WeaponChange Source code

simulated function Weapon WeaponChange ( byte F, Weapon CurrentChoice )


Defaultproperties

defaultproperties
{
	AutoSwitchPriority=1
	PreferCrouchingMultiplier=1.000000
	PreferProneMultiplier=1.000000
	bCanThrow=true
	MyDamageType=Class'Engine.DamageType'
	AltDamageType=Class'Engine.DamageType'
	ShakeMag=300.000000
	ShakeTime=0.100000
	AIRating=0.500000
	RefireRate=0.500000
	AltRefireRate=0.500000
	TraceDist=10000.000000
	MaxRange=8000.000000
	MessageNoAmmo=" has no ammo."
	NameColor=(B=255,G=255,R=255)
	DisplayFOV=85.000000
	FireAdjust=1.000000
	InventoryGroup=1
	PlayerViewOffset=(X=30.000000,Z=-5.000000)
	Icon=Texture'Engine.S_Weapon'
	ItemName="Weapon"
	DrawType=DT_Mesh
	bNoSmooth=true
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

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Creation time: sk 3-1-2016 10:48:35.837 - Created with UnCodeX