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U2.U2Weapon

Extends
Weapon
Modifiers
native abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- U2.U2Weapon

Direct Known Subclasses:

U2XMPItem, WeaponInvAssaultRifle, WeaponInvDispersion, WeaponInvEnergyRifle, WeaponInvFlameThrower, WeaponInvGrenadeLauncher, WeaponInvLaserRifle, WeaponInvLeechGun, WeaponInvPistol, WeaponInvRocketLauncher, WeaponInvShotgun, WeaponInvSingularityCannon, WeaponInvSniperRifle, WeaponInvTakkra, weaponTurretMounted

Constants Summary
MaxRapidFireRate=0.50
MinSlowFireRate=0.51
RangeUnlimited=32767.0
RatingCantFire=-40.000
RatingDangerous=-20.000
RatingDefault=0.000
RatingDisabled=-50.000
RatingFireNow=100.000
RatingHighest=90.000
RatingIneffective=-10.000
RatingLow=-5.000
RatingNoAmmo=-30.000
RatingNone=-99.999

Variables Summary
floatAltProjectileSpeed
boolbAdjustWeaponPitchYaw
boolbAdjustWeaponRoll
boolbAdjustWeaponXY
boolbAdjustWeaponZ
boolbAltFiring
boolbCrosshairGlows
boolbDisableFiring
boolbDisableTick
boolbFiring
boolbGlowing
boolbLastRound
boolbLockLocation
ComponentHandleCrosshair
floatfAdjustWeaponRate
floatFireSkinTime
meshFirstPersonMesh
Controller.EAttitudeGlowingAttitude
floatLastFullUpdateTime
nameLastTriggeredAnim
floatLastWaterRingTime
vectorLocationOffset
intMagicKey
vectorProjectileFireStartLocation
floatProjectileSpeed
rotatorRotationOffset
vectorTraceFireStartLocation
U2PlayerControllerU2PCOwner
AmmunitionUpdateRangeAmmoType
floatUpdateRangeGravityZ
boolUseGlowingCrosshairs
Firing
floatAltFireLastDownTime
floatAltFireLastReloadTime
floatAltFireTime
floatDownTime
floatFireLastDownTime
floatFireLastReloadTime
floatFireTime
floatReloadTime
floatReloadUnloadedTime
floatSelectTime
U2Weapon
floatAIRatingAltFire
floatAIRatingFire
floatAltDamage
soundAltFireEndSound
soundAltFireLastRoundSound
rangeAltFirePitch
class<U2ShellCase>AltShellClass
boolbAimAltFire
boolbAimFire
boolbAltFireEnabledForOwner
boolbAmbientAltFireSound
boolbAmbientFireSound
boolbFireEnabledForOwner
floatBounceDamping
soundBounceSound
boolbRepeatAltFire
boolbRepeatFire
stringCrosshairFilename
stringCrosshairName
floatDamage
array<structnativeDecoEffect{var()nameAnimSequence;var()class<Actor>DecoClass;var()ParticleGeneratorParticles;var()stringMountNode;var()vectorMountOffset;var()rotatorMountRot;var()vectorThirdPersonOffset;var()boolGameplayRelevant;var()boolbTriggerUpdateOnly;var()boolbWorldFOV;var()boolbRequiresWorldZBuffer;var()boolAutoAim;var()intAIAim;var()floatPushBack;varActorEffect;>>DecoEffects
soundFireEndSound
soundFireLastRoundSound
rangeFirePitch
vectorFirstPersonOffset
MaterialFlashSkin
MaterialFlashSkinTP
array<sound>GunButtSounds
class<ImpactHandler>ImpactHandlerClass
floatMomentumTransfer
floatRangeIdealAltFire
floatRangeIdealFire
floatRangeLimitAltFire
floatRangeLimitFire
floatRangeMaxAltFire
floatRangeMaxFire
floatRangeMinAltFire
floatRangeMinFire
floatRatingInsideMinAltFire
floatRatingInsideMinFire
floatRatingRangeIdealAltFire
floatRatingRangeIdealFire
floatRatingRangeLimitAltFire
floatRatingRangeLimitFire
floatRatingRangeMaxAltFire
floatRatingRangeMaxFire
floatRatingRangeMinAltFire
floatRatingRangeMinFire
soundReloadUnloadedSound
class<U2ShellCase>ShellClass
vectorShellOffset
array<name>TargetableTypes
floatTraceRange
floatTraceSpreadAltFire
floatTraceSpreadFire
LicenseePawn.EWeaponAnimationTypeWeaponAnimationType
WeaponShake
floatAltShakeMag
floatAltShakeTime
Inherited Variables from Engine.Weapon
AdjustedAim, Affector, AIRating, AltAccuracy, AltDamageType, AltFireSound, AltProjectileClass, AltRefireRate, AmmoName, AmmoType, AutoSwitchPriority, bAltInstantHit, bAltSplashDamage, bAltWarnTarget, bCanThrow, bChangeWeapon, bForceAltFire, bForceFire, bInstantHit, bMeleeWeapon, bOwnsCrosshair, bPointing, bRapidAltFire, bRapidFire, bRecommendAltSplashDamage, bRecommendSplashDamage, bSnipe, bSplashDamage, bSteadyToggle, bWarnTarget, bWeaponUp, CockingSound, DisplayFOV, FireAdjust, FireOffset, FireSound, FiringSpeed, InstFlash, InstFog, LeftHandedMesh, MaxRange, MessageNoAmmo, MyDamageType, NameColor, PickupAmmoCount, PreferCrouchingMultiplier, PreferProneMultiplier, ProjectileClass, RefireRate, RegAccuracy, ReloadCount, SelectSound, ShakeMag, ShakeSpeed, ShakeTime, ShakeVert, TraceDist, WeaponDescription
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

Functions Summary
functionbool AddAmmo (Pawn Other, string AmmoClassString, int AddAmmoAmount, optional bool bMaximizeClipAmount ))
functionbool AdjustAim (bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash ))
functionbool AdjustProjectileAim (bool bAltFire, class<Projectile> ProjectileClass, vector projStart, float FireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash ))
functionbool AdjustTraceAim (float projSpeed, vector projStart, float FireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash ))
function AdjustTraceFireHit (out CheckResult Hit)
function AdjustWeaponLog ()))
function AdjustWeaponPitchYaw ()))
function AdjustWeaponRate (float f))
function AdjustWeaponRoll ()))
function AdjustWeaponXY ()))
function AdjustWeaponZ ()))
function AltFire ()))
event AnimEnd (int Channel ))
event AnimEnd (int Channel ))
Active
event AnimEnd (int Channel ))
DownWeapon
event AnimEnd (int Channel ))
Idle
function AuthorityAltFire ()))
function AuthorityFire ()))
event BeginState ()))
Active
event BeginState ()))
AltFiring
event BeginState ()))
DownWeapon
event BeginState ()))
Firing
event BeginState ()))
Reloading
functionvector CalcDrawOffset ()))
functionvector CalcFireOffset (vector X, vector Y, vector Z ))
functionvector CalcShellOffset (vector X, vector Y, vector Z ))
functionbool CanFire ()))
DownWeapon
functionbool CanFire ()))
Reloading
function ClearWeaponEffects ()))
function ClientFinish ()))
function ClientTraceImpact (CheckResult Hit ))
function ClientWeaponSet (bool bOptionalSet))
function ConstructDeco (int i ))
functionfloat DefaultRating (Actor Target, bool bUseAltMode ))
event Destroyed ()))
function DestructDeco (int i ))
function DispatchWeaponNotifies (out CheckResult Hit ))
function DMW (coerce string Msg ))
function DrawDecos (canvas Canvas ))
function DrawWeapon (canvas Canvas ))
function DropFrom (vector StartLocation))
function EjectShell (class ShellClass ))
event EndState ()))
Active
event EndState ()))
AltFiring
event EndState ()))
DownWeapon
event EndState ()))
Firing
event EndState ()))
Reloading
function EverywhereAltFire ()))
function EverywhereFire ()))
functionActor FindBestTarget (vector Loc, rotator ViewRot, float MaxAngleInDegrees ))
functionActor FindTraceTarget (vector Loc, rotator ViewRot ))
function Finish ()))
function Fire ()))
functionint GetAltFireAmmoUsed ()))
functionController.EAttitude GetAttitudeTo (Actor A ))
functionint GetClipAmount ()))
functionint GetClipSize ()))
functionUIConsole GetConsole ()))
functionint GetFireAmmoUsed ()))
functionsound GetGunButtSound ()))
functionfloat GetModeRating (Actor Target, float DistanceToEnemy, float RangeMin, float RangeIdeal, float RangeMax, float RangeLimit, float RatingInsideMin, float RatingRangeMin, float RatingRangeIdeal, float RatingRangeMax, float RatingRangeLimit, float RatingBase, bool bUseAltMode ))
functionLicenseePawn.EWeaponAnimationType GetWeaponAnimationType ()))
functionfloat GetWeaponDistanceToEnemy (Actor Target ))
functionfloat GetWeaponRating (Actor Target, out byte bUseAltMode, bool bSupportsFire, bool bSupportsAltFire ))
function GiveAmmo (Pawn Other ))
function GiveTo (Pawn Other, optional bool bDontTryToSwitch ))
functionbool GreaterThan (Weapon Other ))
function HandleCrosshairGlow (Canvas Canvas ))
functionbool HandlePickupQuery (Pickup Item ))
function HandleTargetDetails (Actor A, Canvas Canvas, vector ViewLoc, rotator ViewRot)
function HandleWaterShot (vector HitLocation, vector Start, vector End ))
functionbool HasEnoughAmmo (int MinUses ))
functionbool HasEnoughModeAmmo (int AmmoUsed, int NumUses ))
functionbool IsTargetable (Actor A ))
functionbool LessThan (Weapon Other ))
function MaybePixieReload ()))
function MeleeAttack ()))
function MeshAgentCallActionEx (name Sequence ))
function MeshAgentSetInputCurValueEx (name Input, name Value ))
functionbool MouseMove (Console.EInputKey Key, Console.EInputAction Action, float Delta ))
functionWeapon NextWeapon (Weapon aChoice, Weapon aWeapon))
functionfloat NoEnemyRating (bool bUseAltMode ))
function NotifyCutsceneBegin ()
function NotifyPlaySoundSlot (string Slot ))
functionfloat NotUsingRangeRating (Actor Target, bool bUseAltMode ))
function PawnAgentEvent (name InEventName))
function PlayAltFiring ()))
function PlayAnimEx (name Sequence ))
function PlayFiring ()))
function PlayPostSelect ()))
function PlaySelect ()))
event PostBeginPlay ()))
function PostModifyRatings (Actor Target, float DistanceToEnemy, out float PriFireRating, out float AltFireRating ))
function PostRecvOwner ()))
function PostSetAimingParameters (bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash ))
function PreModifyRatings (Actor Target, float DistanceToEnemy, out float PriFireRating, out float AltFireRating, out byte bGetFireRating, out byte bGetAltFireRating ))
functionbool PreSetAimingParameters (bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash ))
functionWeapon PrevWeapon (Weapon aChoice, Weapon aWeapon))
function ProcessTraceHitEx (vector HitDirection, CheckResult Hit, float EffectiveDamage ))
functionProjectile ProjectileFire (class ProjClass ))
functionbool PutDown ()))
Active
functionbool PutDown ()))
DownWeapon
functionbool PutDown ()))
Idle
functionfloat RateSelf (Actor Target, out byte bUseAltMode ))
functionWeapon RecommendWeapon (Actor Target, out float Rating, out byte bUseAltMode ))
function Refresh ()))
function Reload ()))
function Reload ()
AltFiring
function Reload ()
Firing
event RenderOverlays (canvas Canvas ))
functionbyte SelectFiringMode (Actor Target ))
function SetCrosshair ()))
function SetFireSkin ()))
function SetFireStartLocations ()))
functionbool ShouldSwitchWeapon (Weapon CurrentWeapon, bool bOptionalSet ))
function StartAdjust ()))
function StopAdjust ()))
functionfloat SuggestAttackStyle (Actor Target ))
functionfloat SuggestAttackStyleMode (Actor Target, float RangeMin, float RangeIdeal, float RangeMax, bool bUseAltMode ))
functionfloat SuggestAttackStyleNoEnemy (bool bUseAltMode ))
functionfloat SuggestAttackStyleNoRange (bool bUseAltMode ))
functionfloat SuggestDefenseStyle (Actor Target ))
function SwitchAway ()))
functionfloat SwitchPriority ()))
function TraceFire (float TraceSpread ))
function TraceFireFailed (vector EndPoint)
function UnSetCrosshair ()))
function UnsetFireSkin ()))
function UpdateAltRanges ()))
function UpdateCrosshair (Canvas Canvas ))
function UpdatePriRanges ()))
function UpdateRanges (float Speed, float DamageRadius, out float RangeIdeal, out float RangeMax, out float RangeLimit ))
functionWeapon WeaponChange (byte F, Weapon aChoice ))
Inherited Functions from Engine.Weapon
AltFire, BeginState, BringUp, CanFire, ChangeAmmoType, ClearWeaponEffects, ClientWeaponEvent, ClientWeaponSet, Destroyed, DisplayDebug, DropFrom, EndState, Fire, GetAmmoAmount, GetClipAmount, GetClipSize, GetFireStart, GetMaxAmmo, GetNumAmmoTypes, GetPreferCrouchingMultiplier, GetPreferProneMultiplier, GetProjSpeed, GiveAmmo, GiveTo, HandlePickupQuery, HasAmmo, HasAnyAmmo, HasEnoughAmmo, NeedsToReload, PlayAltFiring, PlayFiring, PlayIdleAnim, PlayReloading, PlaySelect, PostBeginPlay, PostRecvOwner, PostRender, ProcessTraceHit, ProjectileFire, PutDown, RateSelf, RecommendWeapon, Replication, SetAmmoType, SetAmmoTypeStr, setHand, ShouldSwitchWeapon, SnipingWeapon, SplashJump, SuggestAttackStyle, SuggestDefenseStyle, SuggestDuration, SwitchPriority, Timer, TraceFire, TravelPreAccept, TweenDown, UpdateAutoSwitchPriority, WeaponChange
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

States Summary
Active Source code
simulated state Active
AnimEnd, BeginState, EndState, PutDown
AltFiring Source code
simulated state AltFiring
BeginState, EndState, Reload
DownWeapon Source code
simulated state DownWeapon
AnimEnd, BeginState, CanFire, EndState, PutDown
Firing Source code
simulated state Firing
BeginState, EndState, Reload
Idle Source code
simulated state Idle
/*****************************************************************************/
AnimEnd, PutDown
Reloading Source code
simulated state Reloading
BeginState, CanFire, EndState


Constants Detail

MaxRapidFireRate Source code

const MaxRapidFireRate = 0.50;

MinSlowFireRate Source code

const MinSlowFireRate = 0.51;

RangeUnlimited Source code

const RangeUnlimited = 32767.0;

RatingCantFire Source code

const RatingCantFire = -40.000;

RatingDangerous Source code

const RatingDangerous = -20.000;

RatingDefault Source code

const RatingDefault = 0.000;

RatingDisabled Source code

const RatingDisabled = -50.000;

RatingFireNow Source code

const RatingFireNow = 100.000;

RatingHighest Source code

const RatingHighest = 90.000;

RatingIneffective Source code

const RatingIneffective = -10.000;

RatingLow Source code

const RatingLow = -5.000;

RatingNoAmmo Source code

const RatingNoAmmo = -30.000;

RatingNone Source code

const RatingNone = -99.999;


Variables Detail

AltProjectileSpeed Source code

var float AltProjectileSpeed;

bAdjustWeaponPitchYaw Source code

var bool bAdjustWeaponPitchYaw;

bAdjustWeaponRoll Source code

var bool bAdjustWeaponRoll;

bAdjustWeaponXY Source code

var bool bAdjustWeaponXY;

bAdjustWeaponZ Source code

var bool bAdjustWeaponZ;

bAltFiring Source code

var bool bAltFiring;

bCrosshairGlows Source code

var bool bCrosshairGlows;

bDisableFiring Source code

var bool bDisableFiring;

bDisableTick Source code

var bool bDisableTick;

bFiring Source code

var bool bFiring;

bGlowing Source code

var bool bGlowing;

bLastRound Source code

var bool bLastRound;

bLockLocation Source code

var bool bLockLocation;

Crosshair Source code

var ComponentHandle Crosshair;

fAdjustWeaponRate Source code

var float fAdjustWeaponRate;

FireSkinTime Source code

var float FireSkinTime;

FirstPersonMesh Source code

var mesh FirstPersonMesh;

GlowingAttitude Source code

var Controller.EAttitude GlowingAttitude;

LastFullUpdateTime Source code

var float LastFullUpdateTime;

LastTriggeredAnim Source code

var name LastTriggeredAnim;

LastWaterRingTime Source code

var float LastWaterRingTime;

LocationOffset Source code

var vector LocationOffset;

MagicKey Source code

var int MagicKey;

ProjectileFireStartLocation Source code

var vector ProjectileFireStartLocation;

ProjectileSpeed Source code

var float ProjectileSpeed;

RotationOffset Source code

var rotator RotationOffset;

TraceFireStartLocation Source code

var vector TraceFireStartLocation;

U2PCOwner Source code

var U2PlayerController U2PCOwner;

UpdateRangeAmmoType Source code

var Ammunition UpdateRangeAmmoType;

UpdateRangeGravityZ Source code

var float UpdateRangeGravityZ;

UseGlowingCrosshairs Source code

var config bool UseGlowingCrosshairs;

Firing

AltFireLastDownTime Source code

var(Firing) float AltFireLastDownTime;

AltFireLastReloadTime Source code

var(Firing) float AltFireLastReloadTime;

AltFireTime Source code

var(Firing) float AltFireTime;

DownTime Source code

var(Firing) float DownTime;

FireLastDownTime Source code

var(Firing) float FireLastDownTime;

FireLastReloadTime Source code

var(Firing) float FireLastReloadTime;

FireTime Source code

var(Firing) float FireTime;

ReloadTime Source code

var(Firing) float ReloadTime;

ReloadUnloadedTime Source code

var(Firing) float ReloadUnloadedTime;

SelectTime Source code

var(Firing) float SelectTime;

U2Weapon

AIRatingAltFire Source code

var(U2Weapon) float AIRatingAltFire;

AIRatingFire Source code

var(U2Weapon) float AIRatingFire;

AltDamage Source code

var(U2Weapon) float AltDamage;

AltFireEndSound Source code

var(U2Weapon) sound AltFireEndSound;

AltFireLastRoundSound Source code

var(U2Weapon) sound AltFireLastRoundSound;

AltFirePitch Source code

var(U2Weapon) range AltFirePitch;

AltShellClass Source code

var(U2Weapon) class<U2ShellCase> AltShellClass;

bAimAltFire Source code

var(U2Weapon) bool bAimAltFire;

bAimFire Source code

var(U2Weapon) bool bAimFire;

bAltFireEnabledForOwner Source code

var(U2Weapon) bool bAltFireEnabledForOwner;

bAmbientAltFireSound Source code

var(U2Weapon) bool bAmbientAltFireSound;

bAmbientFireSound Source code

var(U2Weapon) bool bAmbientFireSound;

bFireEnabledForOwner Source code

var(U2Weapon) bool bFireEnabledForOwner;

BounceDamping Source code

var(U2Weapon) float BounceDamping;

BounceSound Source code

var(U2Weapon) sound BounceSound;

bRepeatAltFire Source code

var(U2Weapon) bool bRepeatAltFire;

bRepeatFire Source code

var(U2Weapon) bool bRepeatFire;

CrosshairFilename Source code

var(U2Weapon) string CrosshairFilename;

CrosshairName Source code

var(U2Weapon) string CrosshairName;

Damage Source code

var(U2Weapon) float Damage;

DecoEffects Source code

var(U2Weapon) array<structnativeDecoEffect{var()nameAnimSequence;var()class<Actor>DecoClass;var()ParticleGeneratorParticles;var()stringMountNode;var()vectorMountOffset;var()rotatorMountRot;var()vectorThirdPersonOffset;var()boolGameplayRelevant;var()boolbTriggerUpdateOnly;var()boolbWorldFOV;var()boolbRequiresWorldZBuffer;var()boolAutoAim;var()intAIAim;var()floatPushBack;varActorEffect;}> DecoEffects;

FireEndSound Source code

var(U2Weapon) sound FireEndSound;

FireLastRoundSound Source code

var(U2Weapon) sound FireLastRoundSound;

FirePitch Source code

var(U2Weapon) range FirePitch;

FirstPersonOffset Source code

var(U2Weapon) vector FirstPersonOffset;

FlashSkin Source code

var(U2Weapon) Material FlashSkin;

FlashSkinTP Source code

var(U2Weapon) Material FlashSkinTP;

GunButtSounds Source code

var(U2Weapon) array<sound> GunButtSounds;

ImpactHandlerClass Source code

var(U2Weapon) class<ImpactHandler> ImpactHandlerClass;

MomentumTransfer Source code

var(U2Weapon) float MomentumTransfer;

RangeIdealAltFire Source code

var(U2Weapon) float RangeIdealAltFire;

RangeIdealFire Source code

var(U2Weapon) float RangeIdealFire;

RangeLimitAltFire Source code

var(U2Weapon) float RangeLimitAltFire;

RangeLimitFire Source code

var(U2Weapon) float RangeLimitFire;

RangeMaxAltFire Source code

var(U2Weapon) float RangeMaxAltFire;

RangeMaxFire Source code

var(U2Weapon) float RangeMaxFire;

RangeMinAltFire Source code

var(U2Weapon) float RangeMinAltFire;

RangeMinFire Source code

var(U2Weapon) float RangeMinFire;

RatingInsideMinAltFire Source code

var(U2Weapon) float RatingInsideMinAltFire;

RatingInsideMinFire Source code

var(U2Weapon) float RatingInsideMinFire;

RatingRangeIdealAltFire Source code

var(U2Weapon) float RatingRangeIdealAltFire;

RatingRangeIdealFire Source code

var(U2Weapon) float RatingRangeIdealFire;

RatingRangeLimitAltFire Source code

var(U2Weapon) float RatingRangeLimitAltFire;

RatingRangeLimitFire Source code

var(U2Weapon) float RatingRangeLimitFire;

RatingRangeMaxAltFire Source code

var(U2Weapon) float RatingRangeMaxAltFire;

RatingRangeMaxFire Source code

var(U2Weapon) float RatingRangeMaxFire;

RatingRangeMinAltFire Source code

var(U2Weapon) float RatingRangeMinAltFire;

RatingRangeMinFire Source code

var(U2Weapon) float RatingRangeMinFire;

ReloadUnloadedSound Source code

var(U2Weapon) sound ReloadUnloadedSound;

ShellClass Source code

var(U2Weapon) class<U2ShellCase> ShellClass;

ShellOffset Source code

var(U2Weapon) vector ShellOffset;

TargetableTypes Source code

var(U2Weapon) array<name> TargetableTypes;

TraceRange Source code

var(U2Weapon) float TraceRange;

TraceSpreadAltFire Source code

var(U2Weapon) float TraceSpreadAltFire;

TraceSpreadFire Source code

var(U2Weapon) float TraceSpreadFire;

WeaponAnimationType Source code

var(U2Weapon) protected LicenseePawn.EWeaponAnimationType WeaponAnimationType;

WeaponShake

AltShakeMag Source code

var(WeaponShake) float AltShakeMag;

AltShakeTime Source code

var(WeaponShake) float AltShakeTime;


Functions Detail

AddAmmo Source code

static function bool AddAmmo ( Pawn Other, string AmmoClassString, int AddAmmoAmount, optional bool bMaximizeClipAmount ) )

AdjustAim Source code

function bool AdjustAim ( bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash ) )

AdjustProjectileAim Source code

function bool AdjustProjectileAim ( bool bAltFire, class<Projectile> ProjectileClass, vector projStart, float FireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash ) )

AdjustTraceAim Source code

function bool AdjustTraceAim ( float projSpeed, vector projStart, float FireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash ) )

AdjustTraceFireHit Source code

function AdjustTraceFireHit ( out CheckResult Hit )

AdjustWeaponLog Source code

exec function AdjustWeaponLog ( ) )

AdjustWeaponPitchYaw Source code

exec function AdjustWeaponPitchYaw ( ) )

AdjustWeaponRate Source code

exec function AdjustWeaponRate ( float f) )

AdjustWeaponRoll Source code

exec function AdjustWeaponRoll ( ) )

AdjustWeaponXY Source code

exec function AdjustWeaponXY ( ) )

AdjustWeaponZ Source code

exec function AdjustWeaponZ ( ) )

AltFire Source code

simulated function AltFire ( ) )

AnimEnd Source code

simulated event AnimEnd ( int Channel ) )

AnimEnd Active Source code

simulated event AnimEnd ( int Channel ) )

AnimEnd DownWeapon Source code

simulated event AnimEnd ( int Channel ) )

AnimEnd Idle Source code

simulated event AnimEnd ( int Channel ) )

AuthorityAltFire Source code

function AuthorityAltFire ( ) )

AuthorityFire Source code

function AuthorityFire ( ) )

BeginState Active Source code

simulated event BeginState ( ) )

BeginState AltFiring Source code

simulated event BeginState ( ) )

BeginState DownWeapon Source code

simulated event BeginState ( ) )

BeginState Firing Source code

simulated event BeginState ( ) )

BeginState Reloading Source code

simulated event BeginState ( ) )

CalcDrawOffset Source code

simulated function vector CalcDrawOffset ( ) )

CalcFireOffset Source code

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

CalcShellOffset Source code

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

CanFire DownWeapon Source code

function bool CanFire ( ) )

CanFire Reloading Source code

function bool CanFire ( ) )

ClearWeaponEffects Source code

simulated function ClearWeaponEffects ( ) )

ClientFinish Source code

simulated function ClientFinish ( ) )

ClientTraceImpact Source code

simulated function ClientTraceImpact ( CheckResult Hit ) )

ClientWeaponSet Source code

simulated function ClientWeaponSet ( bool bOptionalSet) )

ConstructDeco Source code

simulated function ConstructDeco ( int i ) )

DefaultRating Source code

function float DefaultRating ( Actor Target, bool bUseAltMode ) )

Destroyed Source code

simulated event Destroyed ( ) )

DestructDeco Source code

simulated function DestructDeco ( int i ) )

DispatchWeaponNotifies Source code

function DispatchWeaponNotifies ( out CheckResult Hit ) )

DMW Source code

final function DMW ( coerce string Msg ) )

DrawDecos Source code

simulated function DrawDecos ( canvas Canvas ) )

DrawWeapon Source code

simulated function DrawWeapon ( canvas Canvas ) )

DropFrom Source code

function DropFrom ( vector StartLocation) )

EjectShell Source code

simulated function EjectShell ( class<U2ShellCase> ShellClass ) )

EndState Active Source code

simulated event EndState ( ) )

EndState AltFiring Source code

simulated event EndState ( ) )

EndState DownWeapon Source code

simulated event EndState ( ) )

EndState Firing Source code

simulated event EndState ( ) )

EndState Reloading Source code

simulated event EndState ( ) )

EverywhereAltFire Source code

simulated function EverywhereAltFire ( ) )

EverywhereFire Source code

simulated function EverywhereFire ( ) )

FindBestTarget Source code

function Actor FindBestTarget ( vector Loc, rotator ViewRot, float MaxAngleInDegrees ) )

FindTraceTarget Source code

function Actor FindTraceTarget ( vector Loc, rotator ViewRot ) )

Finish Source code

simulated function Finish ( ) )

Fire Source code

simulated function Fire ( ) )

GetAltFireAmmoUsed Source code

simulated function int GetAltFireAmmoUsed ( ) )

GetAttitudeTo Source code

simulated function Controller.EAttitude GetAttitudeTo ( Actor A ) )

GetClipAmount Source code

simulated function int GetClipAmount ( ) )

GetClipSize Source code

simulated function int GetClipSize ( ) )

GetConsole Source code

simulated function UIConsole GetConsole ( ) )

GetFireAmmoUsed Source code

simulated function int GetFireAmmoUsed ( ) )

GetGunButtSound Source code

function sound GetGunButtSound ( ) )

GetModeRating Source code

function float GetModeRating ( Actor Target, float DistanceToEnemy, float RangeMin, float RangeIdeal, float RangeMax, float RangeLimit, float RatingInsideMin, float RatingRangeMin, float RatingRangeIdeal, float RatingRangeMax, float RatingRangeLimit, float RatingBase, bool bUseAltMode ) )

GetWeaponAnimationType Source code

simulated function LicenseePawn.EWeaponAnimationType GetWeaponAnimationType ( ) )

GetWeaponDistanceToEnemy Source code

function float GetWeaponDistanceToEnemy ( Actor Target ) )

GetWeaponRating Source code

function float GetWeaponRating ( Actor Target, out byte bUseAltMode, bool bSupportsFire, bool bSupportsAltFire ) )

GiveAmmo Source code

function GiveAmmo ( Pawn Other ) )

GiveTo Source code

function GiveTo ( Pawn Other, optional bool bDontTryToSwitch ) )

GreaterThan Source code

simulated function bool GreaterThan ( Weapon Other ) )

HandleCrosshairGlow Source code

simulated function HandleCrosshairGlow ( Canvas Canvas ) )

HandlePickupQuery Source code

function bool HandlePickupQuery ( Pickup Item ) )

HandleTargetDetails Source code

simulated function HandleTargetDetails ( Actor A, Canvas Canvas, vector ViewLoc, rotator ViewRot )

HandleWaterShot Source code

function HandleWaterShot ( vector HitLocation, vector Start, vector End ) )

HasEnoughAmmo Source code

function bool HasEnoughAmmo ( int MinUses ) )

HasEnoughModeAmmo Source code

function bool HasEnoughModeAmmo ( int AmmoUsed, int NumUses ) )

IsTargetable Source code

function bool IsTargetable ( Actor A ) )

LessThan Source code

simulated function bool LessThan ( Weapon Other ) )

MaybePixieReload Source code

function MaybePixieReload ( ) )

MeleeAttack Source code

function MeleeAttack ( ) )

MeshAgentCallActionEx Source code

simulated function MeshAgentCallActionEx ( name Sequence ) )

MeshAgentSetInputCurValueEx Source code

simulated function MeshAgentSetInputCurValueEx ( name Input, name Value ) )

MouseMove Source code

function bool MouseMove ( Console.EInputKey Key, Console.EInputAction Action, float Delta ) )

NextWeapon Source code

simulated function Weapon NextWeapon ( Weapon aChoice, Weapon aWeapon) )

NoEnemyRating Source code

function float NoEnemyRating ( bool bUseAltMode ) )

NotifyCutsceneBegin Source code

simulated function NotifyCutsceneBegin ( )

NotifyPlaySoundSlot Source code

simulated function NotifyPlaySoundSlot ( string Slot ) )

NotUsingRangeRating Source code

function float NotUsingRangeRating ( Actor Target, bool bUseAltMode ) )

PawnAgentEvent Source code

simulated function PawnAgentEvent ( name InEventName) )

PlayAltFiring Source code

simulated function PlayAltFiring ( ) )

PlayAnimEx Source code

simulated function PlayAnimEx ( name Sequence ) )

PlayFiring Source code

simulated function PlayFiring ( ) )

PlayPostSelect Source code

simulated function PlayPostSelect ( ) )

PlaySelect Source code

simulated function PlaySelect ( ) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

PostModifyRatings Source code

function PostModifyRatings ( Actor Target, float DistanceToEnemy, out float PriFireRating, out float AltFireRating ) )

PostRecvOwner Source code

simulated function PostRecvOwner ( ) )

PostSetAimingParameters Source code

function PostSetAimingParameters ( bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash ) )

PreModifyRatings Source code

function PreModifyRatings ( Actor Target, float DistanceToEnemy, out float PriFireRating, out float AltFireRating, out byte bGetFireRating, out byte bGetAltFireRating ) )

PreSetAimingParameters Source code

function bool PreSetAimingParameters ( bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash ) )

PrevWeapon Source code

simulated function Weapon PrevWeapon ( Weapon aChoice, Weapon aWeapon) )

ProcessTraceHitEx Source code

function ProcessTraceHitEx ( vector HitDirection, CheckResult Hit, float EffectiveDamage ) )

ProjectileFire Source code

function Projectile ProjectileFire ( class<projectile> ProjClass ) )

PutDown Active Source code

simulated function bool PutDown ( ) )

PutDown DownWeapon Source code

simulated function bool PutDown ( ) )

PutDown Idle 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 ) )

Refresh Source code

function Refresh ( ) )

Reload Source code

simulated function Reload ( ) )

Reload AltFiring Source code

simulated function Reload ( )

Reload Firing Source code

simulated function Reload ( )

RenderOverlays Source code

simulated event RenderOverlays ( canvas Canvas ) )

SelectFiringMode Source code

function byte SelectFiringMode ( Actor Target ) )

SetCrosshair Source code

simulated function SetCrosshair ( ) )

SetFireSkin Source code

simulated function SetFireSkin ( ) )

SetFireStartLocations Source code

function SetFireStartLocations ( ) )

ShouldSwitchWeapon Source code

function bool ShouldSwitchWeapon ( Weapon CurrentWeapon, bool bOptionalSet ) )

StartAdjust Source code

function StartAdjust ( ) )

StopAdjust Source code

exec function StopAdjust ( ) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( Actor Target ) )

SuggestAttackStyleMode Source code

function float SuggestAttackStyleMode ( Actor Target, float RangeMin, float RangeIdeal, float RangeMax, bool bUseAltMode ) )

SuggestAttackStyleNoEnemy Source code

function float SuggestAttackStyleNoEnemy ( bool bUseAltMode ) )

SuggestAttackStyleNoRange Source code

function float SuggestAttackStyleNoRange ( bool bUseAltMode ) )

SuggestDefenseStyle Source code

function float SuggestDefenseStyle ( Actor Target ) )

SwitchAway Source code

simulated function SwitchAway ( ) )

SwitchPriority Source code

simulated function float SwitchPriority ( ) )

TraceFire Source code

function TraceFire ( float TraceSpread ) )

TraceFireFailed Source code

function TraceFireFailed ( vector EndPoint )

UnSetCrosshair Source code

simulated function UnSetCrosshair ( ) )

UnsetFireSkin Source code

simulated function UnsetFireSkin ( ) )

UpdateAltRanges Source code

function UpdateAltRanges ( ) )

UpdateCrosshair Source code

simulated function UpdateCrosshair ( Canvas Canvas ) )

UpdatePriRanges Source code

function UpdatePriRanges ( ) )

UpdateRanges Source code

function UpdateRanges ( float Speed, float DamageRadius, out float RangeIdeal, out float RangeMax, out float RangeLimit ) )

WeaponChange Source code

simulated function Weapon WeaponChange ( byte F, Weapon aChoice ) )


Defaultproperties

defaultproperties
{
	FireTime=0.500000
	AltFireTime=0.500000
	FireLastDownTime=1.000000
	AltFireLastDownTime=1.000000
	FireLastReloadTime=1.000000
	AltFireLastReloadTime=1.000000
	ReloadTime=0.500000
	SelectTime=0.600000
	DownTime=0.533000
	FireSkinTime=1000000000.000000
     GunButtSounds(0)=Sound'U2WeaponsA.GunButt.GunButt01'
     GunButtSounds(1)=Sound'U2WeaponsA.GunButt.GunButt02'
     GunButtSounds(2)=Sound'U2WeaponsA.GunButt.GunButt03'
     GunButtSounds(3)=Sound'U2WeaponsA.GunButt.GunButt04'
	FirePitch=(A=1.000000,B=1.000000)
	AltFirePitch=(A=1.000000,B=1.000000)
	fAdjustWeaponRate=0.400000
	bRepeatFire=true
	bRepeatAltFire=true
	UseGlowingCrosshairs=true
	WeaponAnimationType=AT_NoWeapon
	TraceRange=10000.000000
	AltShakeMag=5.000000
	AltShakeTime=0.200000
	BounceDamping=0.450000
     TargetableTypes(0)='Pawn'
	CrosshairFilename="Crosshairs"
	CrosshairName="Pistol_Cross"
	bAimFire=true
	bAimAltFire=true
	bFireEnabledForOwner=true
	bAltFireEnabledForOwner=true
	RangeMinFire=-1.000000
	RangeIdealFire=-1.000000
	RangeMaxFire=-1.000000
	RangeLimitFire=-1.000000
	RatingInsideMinFire=-10.000000
	RatingRangeMinFire=-1.000000
	RatingRangeIdealFire=-1.000000
	RatingRangeMaxFire=-1.000000
	RatingRangeLimitFire=-1.000000
	AIRatingFire=-99.999001
	RangeMinAltFire=-1.000000
	RangeIdealAltFire=-1.000000
	RangeMaxAltFire=-1.000000
	RangeLimitAltFire=-1.000000
	RatingInsideMinAltFire=-10.000000
	RatingRangeMinAltFire=-1.000000
	RatingRangeIdealAltFire=-1.000000
	RatingRangeMaxAltFire=-1.000000
	RatingRangeLimitAltFire=-1.000000
	AIRatingAltFire=-99.999001
	ShakeMag=5.000000
	ShakeTime=0.200000
	AIRating=-99.999001
	AlignMeshTraceOffset1=(X=10.000000,Y=-5.000000,Z=-12.000000)
	AlignMeshTraceOffset2=(X=10.000000,Y=5.000000,Z=-12.000000)
	AlignMeshTraceOffset3=(X=-12.000000,Z=-12.000000)
	ActorFOV=60.000000
	bNoSmooth=false
	bAutoEnableAgent=true
	SoundRadius=800.000000
	TransientSoundRadius=800.000000
	CollisionRadius=0.000000
	CollisionHeight=0.000000
	bBounce=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 10:48:35.509 - Created with UnCodeX