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U2.NIU2

Extends
U2Mutator
Modifiers
config ( NIU2 )

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Info
      |   
      +-- Engine.Mutator
         |   
         +-- U2.U2Mutator
            |   
            +-- U2.NIU2

Constants Summary
LOTSATIME=99999.0
MaxKeptClasses=32
MaxWeaponClasses=64

Variables Summary
boolbDidTick
boolbForceWeaponSpawn
floatChooseWeaponWarningTime
class<Weapon>CurrentWeaponClass
intCurrentWeaponIndex
class<Pickup>DefaultPickupClass
stringDefaultWeaponString
WeaponInfoTFilteredWeaponInfo[MaxWeaponClasses]
SoundHealthIncrementSound
class<Actor>KeptClasses[MaxKeptClasses]
floatNextAmmoIncrementTime
floatNextChooseWeaponTime
floatNextIncrementHealthTime
intNumKeptClasses
intNumUsedWeapons
intNumWarnings
intNumWeapons
SoundWarningSound
NIU2
boolbCycleWeapons
boolbRandomWeapons
boolbUseAllWeapons
stringDefaultPickupString
intHealthIncrementAmount
stringHealthIncrementSoundStr
stringKeptClassStrings[MaxKeptClasses]
intMaxHealth
intStartHealth
floatTimeBetweenAmmoIncrements
floatTimeBetweenHealthIncrements
floatTimeBetweenWeaponSwitchesMax
floatTimeBetweenWeaponSwitchesMin
intWarningSoundRepeats
stringWarningSoundStr
WeaponInfoRawTWeaponInfo[MaxWeaponClasses]
Inherited Variables from Engine.Mutator
DefaultWeapon, DefaultWeaponName, NextMutator

Structures Summary
WeaponInfoRawT
WeaponClassString, InitialAmmo, MaxAmmo, AmmoPerSecond, bEnabled
WeaponInfoT
WeaponClass, InitialAmmo, MaxAmmo, AmmoPerSecond, AmmoCount, bUsed

Functions Summary
function AddAmmo (Ammunition AInv, int Amount ))
functionbool AddWeaponClass (string WeaponClassString, int Index ))
functionbool AlwaysKeep (Actor Other ))
function AssignSounds ()))
functionbool CheckReplacement (Actor Other, out byte bSuperRelevant ))
function ChooseWeapon ()))
function GiveWeaponTo (Pawn P, Class WeaponClass ))
function IncrementAllInventoryAmmo ()))
function ModifyPlayer (Pawn Other ))
functionclass<WeaponMyDefaultWeapon ()))
event PreBeginPlay ()))
function ResetUsedWeapons ()))
function SetInventory (Pawn P ))
function SetWeaponAmmo (Weapon W, Pawn Other, int Amount, int Max ))
functionbool ShouldKeep (Actor Other ))
event Tick (float DeltaTime ))
function TransformPickups ()))
function WeaponTimeDemoLog ()))
Inherited Functions from Engine.Mutator
AddMutator, AlwaysKeep, CheckRelevance, CheckReplacement, GetDefaultWeapon, GetInventoryClass, GetInventoryClassOverride, HandleKillMessage, IsRelevant, ModifyLogin, ModifyPlayer, MyDefaultWeapon, PreBeginPlay, ReplaceWith, ReplaceWithClass


Constants Detail

LOTSATIME Source code

const LOTSATIME = 99999.0;

MaxKeptClasses Source code

const MaxKeptClasses = 32;

MaxWeaponClasses Source code

const MaxWeaponClasses = 64;


Variables Detail

bDidTick Source code

var bool bDidTick;

bForceWeaponSpawn Source code

var bool bForceWeaponSpawn;

ChooseWeaponWarningTime Source code

var float ChooseWeaponWarningTime;

CurrentWeaponClass Source code

var class<Weapon> CurrentWeaponClass;

CurrentWeaponIndex Source code

var int CurrentWeaponIndex;

DefaultPickupClass Source code

var class<Pickup> DefaultPickupClass;

DefaultWeaponString Source code

var string DefaultWeaponString;

FilteredWeaponInfo[MaxWeaponClasses] Source code

var WeaponInfoT FilteredWeaponInfo[MaxWeaponClasses];

HealthIncrementSound Source code

var Sound HealthIncrementSound;

KeptClasses[MaxKeptClasses] Source code

var class<Actor> KeptClasses[MaxKeptClasses];

NextAmmoIncrementTime Source code

var float NextAmmoIncrementTime;

NextChooseWeaponTime Source code

var float NextChooseWeaponTime;

NextIncrementHealthTime Source code

var float NextIncrementHealthTime;

NumKeptClasses Source code

var int NumKeptClasses;

NumUsedWeapons Source code

var int NumUsedWeapons;

NumWarnings Source code

var int NumWarnings;

NumWeapons Source code

var int NumWeapons;

WarningSound Source code

var Sound WarningSound;

NIU2

bCycleWeapons Source code

var(NIU2) config bool bCycleWeapons;

bRandomWeapons Source code

var(NIU2) config bool bRandomWeapons;

bUseAllWeapons Source code

var(NIU2) config bool bUseAllWeapons;

DefaultPickupString Source code

var(NIU2) string DefaultPickupString;

HealthIncrementAmount Source code

var(NIU2) config int HealthIncrementAmount;

HealthIncrementSoundStr Source code

var(NIU2) config string HealthIncrementSoundStr;

KeptClassStrings[MaxKeptClasses] Source code

var(NIU2) config string KeptClassStrings[MaxKeptClasses];

MaxHealth Source code

var(NIU2) config int MaxHealth;

StartHealth Source code

var(NIU2) config int StartHealth;

TimeBetweenAmmoIncrements Source code

var(NIU2) config float TimeBetweenAmmoIncrements;

TimeBetweenHealthIncrements Source code

var(NIU2) config float TimeBetweenHealthIncrements;

TimeBetweenWeaponSwitchesMax Source code

var(NIU2) config float TimeBetweenWeaponSwitchesMax;

TimeBetweenWeaponSwitchesMin Source code

var(NIU2) config float TimeBetweenWeaponSwitchesMin;

WarningSoundRepeats Source code

var(NIU2) config int WarningSoundRepeats;

WarningSoundStr Source code

var(NIU2) config string WarningSoundStr;

WeaponInfo[MaxWeaponClasses] Source code

var(NIU2) config WeaponInfoRawT WeaponInfo[MaxWeaponClasses];


Structures Detail

WeaponInfoRawT Source code

struct WeaponInfoRawT
{
var(NIU2) config float AmmoPerSecond;
var(NIU2) config bool bEnabled;
var(NIU2) config int InitialAmmo;
var(NIU2) config int MaxAmmo;
var(NIU2) config string WeaponClassString;
};


WeaponInfoT Source code

struct WeaponInfoT
{
var float AmmoCount;
var float AmmoPerSecond;
var bool bUsed;
var int InitialAmmo;
var int MaxAmmo;
var class<Weapon> WeaponClass;
};



Functions Detail

AddAmmo Source code

function AddAmmo ( Ammunition AInv, int Amount ) )

AddWeaponClass Source code

function bool AddWeaponClass ( string WeaponClassString, int Index ) )

AlwaysKeep Source code

function bool AlwaysKeep ( Actor Other ) )

AssignSounds Source code

function AssignSounds ( ) )

CheckReplacement Source code

function bool CheckReplacement ( Actor Other, out byte bSuperRelevant ) )

ChooseWeapon Source code

function ChooseWeapon ( ) )

GiveWeaponTo Source code

function GiveWeaponTo ( Pawn P, Class<Weapon> WeaponClass ) )

IncrementAllInventoryAmmo Source code

function IncrementAllInventoryAmmo ( ) )

ModifyPlayer Source code

function ModifyPlayer ( Pawn Other ) )

MyDefaultWeapon Source code

function class<Weapon> MyDefaultWeapon ( ) )

PreBeginPlay Source code

event PreBeginPlay ( ) )

ResetUsedWeapons Source code

function ResetUsedWeapons ( ) )

SetInventory Source code

function SetInventory ( Pawn P ) )

SetWeaponAmmo Source code

function SetWeaponAmmo ( Weapon W, Pawn Other, int Amount, int Max ) )

ShouldKeep Source code

function bool ShouldKeep ( Actor Other ) )

Tick Source code

event Tick ( float DeltaTime ) )

TransformPickups Source code

function TransformPickups ( ) )

WeaponTimeDemoLog Source code

function WeaponTimeDemoLog ( ) )


Defaultproperties

defaultproperties
{
	bUseAllWeapons=true
	bCycleWeapons=true
	WeaponInfo(0)=(WeaponClassString="U2Weapons.weaponInvAssaultRifle",InitialAmmo=50,MaxAmmo=100,AmmoPerSecond=1.000000)
	WeaponInfo(1)=(WeaponClassString="U2Weapons.weaponInvEnergyRifle",InitialAmmo=50,MaxAmmo=200,AmmoPerSecond=1.000000)
	WeaponInfo(2)=(WeaponClassString="U2Weapons.weaponInvFlameThrower",InitialAmmo=50,MaxAmmo=200,AmmoPerSecond=1.000000,bEnabled=true)
	WeaponInfo(3)=(WeaponClassString="U2Weapons.weaponInvGrenadeLauncher",InitialAmmo=10,MaxAmmo=50,AmmoPerSecond=0.200000,bEnabled=true)
	WeaponInfo(4)=(WeaponClassString="U2Weapons.weaponInvLaserRifle",InitialAmmo=10,MaxAmmo=100,AmmoPerSecond=0.200000,bEnabled=true)
	WeaponInfo(5)=(WeaponClassString="U2Weapons.weaponInvLeechGun",InitialAmmo=25,MaxAmmo=100,AmmoPerSecond=0.500000)
	WeaponInfo(6)=(WeaponClassString="U2Weapons.weaponInvPistol",InitialAmmo=25,MaxAmmo=50,AmmoPerSecond=0.500000,bEnabled=true)
	WeaponInfo(7)=(WeaponClassString="U2Weapons.weaponInvRocketLauncher",InitialAmmo=10,MaxAmmo=50,AmmoPerSecond=0.200000,bEnabled=true)
	WeaponInfo(8)=(WeaponClassString="U2Weapons.weaponInvShotgun",InitialAmmo=25,MaxAmmo=50,AmmoPerSecond=0.200000)
	WeaponInfo(9)=(WeaponClassString="U2Weapons.weaponInvSingularityCannon",InitialAmmo=10,MaxAmmo=50,AmmoPerSecond=0.200000)
	WeaponInfo(10)=(WeaponClassString="U2Weapons.weaponInvSniperRifle",InitialAmmo=20,MaxAmmo=50,AmmoPerSecond=0.200000,bEnabled=true)
	WeaponInfo(11)=(WeaponClassString="U2Weapons.weaponInvTakkra",InitialAmmo=5,MaxAmmo=5,AmmoPerSecond=0.200000)
	KeptClassStrings(0)="U2.PowerSuit"
	KeptClassStrings(1)="U2.PowerSuitPickup"
	KeptClassStrings(2)="U2.HumanEnergyPickup"
	TimeBetweenWeaponSwitchesMin=30.000000
	TimeBetweenWeaponSwitchesMax=30.000000
	TimeBetweenAmmoIncrements=1.000000
	WarningSoundStr="U2CTF.CTFTaken"
	WarningSoundRepeats=3
	StartHealth=100
	MaxHealth=100
	TimeBetweenHealthIncrements=5.000000
	DefaultPickupString="U2.HumanHealthPickup"
	DefaultWeaponString="U2Weapons.WeaponInvRocketLauncher"
     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 10:48:31.121 - Created with UnCodeX