U2.U2Weapon
- Extends
- Weapon
- Modifiers
- native abstract
Core.Object
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+-- Engine.Actor
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+-- Engine.Inventory
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+-- Engine.Weapon
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+-- U2.U2Weapon
Direct Known Subclasses:
U2XMPItem, WeaponInvAssaultRifle, WeaponInvDispersion, WeaponInvEnergyRifle, WeaponInvFlameThrower, WeaponInvGrenadeLauncher, WeaponInvLaserRifle, WeaponInvLeechGun, WeaponInvPistol, WeaponInvRocketLauncher, WeaponInvShotgun, WeaponInvSingularityCannon, WeaponInvSniperRifle, WeaponInvTakkra, weaponTurretMounted
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 |
| bool | AddAmmo (Pawn Other, string AmmoClassString, int AddAmmoAmount, optional bool bMaximizeClipAmount ))
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| bool | AdjustAim (bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash ))
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| bool | AdjustProjectileAim (bool bAltFire, class<Projectile> ProjectileClass, vector projStart, float FireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash ))
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| bool | AdjustTraceAim (float projSpeed, vector projStart, float FireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash ))
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| | AdjustTraceFireHit (out CheckResult Hit)
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| | AdjustWeaponLog ()))
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| | AdjustWeaponPitchYaw ()))
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| | AdjustWeaponRate (float f))
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| | AdjustWeaponRoll ()))
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| | AdjustWeaponXY ()))
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| | AdjustWeaponZ ()))
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| | AltFire ()))
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| | AnimEnd (int Channel ))
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| | AnimEnd (int Channel )) Active |
| | AnimEnd (int Channel )) DownWeapon |
| | AnimEnd (int Channel )) Idle |
| | AuthorityAltFire ()))
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| | AuthorityFire ()))
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| | BeginState ())) Active |
| | BeginState ())) AltFiring |
| | BeginState ())) DownWeapon |
| | BeginState ())) Firing |
| | BeginState ())) Reloading |
| vector | CalcDrawOffset ()))
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| vector | CalcFireOffset (vector X, vector Y, vector Z ))
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| vector | CalcShellOffset (vector X, vector Y, vector Z ))
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| bool | CanFire ())) DownWeapon |
| bool | CanFire ())) Reloading |
| | ClearWeaponEffects ()))
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| | ClientFinish ()))
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| | ClientTraceImpact (CheckResult Hit ))
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| | ClientWeaponSet (bool bOptionalSet))
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| | ConstructDeco (int i ))
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| float | DefaultRating (Actor Target, bool bUseAltMode ))
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| | Destroyed ()))
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| | DestructDeco (int i ))
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| | DispatchWeaponNotifies (out CheckResult Hit ))
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| | DMW (coerce string Msg ))
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| | DrawDecos (canvas Canvas ))
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| | DrawWeapon (canvas Canvas ))
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| | DropFrom (vector StartLocation))
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| | EjectShell (class ShellClass ))
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| | EndState ())) Active |
| | EndState ())) AltFiring |
| | EndState ())) DownWeapon |
| | EndState ())) Firing |
| | EndState ())) Reloading |
| | EverywhereAltFire ()))
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| | EverywhereFire ()))
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| Actor | FindBestTarget (vector Loc, rotator ViewRot, float MaxAngleInDegrees ))
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| Actor | FindTraceTarget (vector Loc, rotator ViewRot ))
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| | Finish ()))
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| | Fire ()))
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| int | GetAltFireAmmoUsed ()))
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| Controller.EAttitude | GetAttitudeTo (Actor A ))
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| int | GetClipAmount ()))
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| int | GetClipSize ()))
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| UIConsole | GetConsole ()))
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| int | GetFireAmmoUsed ()))
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| sound | GetGunButtSound ()))
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| 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 ))
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| LicenseePawn.EWeaponAnimationType | GetWeaponAnimationType ()))
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| float | GetWeaponDistanceToEnemy (Actor Target ))
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| float | GetWeaponRating (Actor Target, out byte bUseAltMode, bool bSupportsFire, bool bSupportsAltFire ))
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| | GiveAmmo (Pawn Other ))
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| | GiveTo (Pawn Other, optional bool bDontTryToSwitch ))
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| bool | GreaterThan (Weapon Other ))
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| | HandleCrosshairGlow (Canvas Canvas ))
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| bool | HandlePickupQuery (Pickup Item ))
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| | HandleTargetDetails (Actor A, Canvas Canvas, vector ViewLoc, rotator ViewRot)
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| | HandleWaterShot (vector HitLocation, vector Start, vector End ))
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| bool | HasEnoughAmmo (int MinUses ))
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| bool | HasEnoughModeAmmo (int AmmoUsed, int NumUses ))
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| bool | IsTargetable (Actor A ))
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| bool | LessThan (Weapon Other ))
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| | MaybePixieReload ()))
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| | MeleeAttack ()))
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| | MeshAgentCallActionEx (name Sequence ))
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| | MeshAgentSetInputCurValueEx (name Input, name Value ))
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| bool | MouseMove (Console.EInputKey Key, Console.EInputAction Action, float Delta ))
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| Weapon | NextWeapon (Weapon aChoice, Weapon aWeapon))
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| float | NoEnemyRating (bool bUseAltMode ))
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| | NotifyCutsceneBegin ()
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| | NotifyPlaySoundSlot (string Slot ))
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| float | NotUsingRangeRating (Actor Target, bool bUseAltMode ))
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| | PawnAgentEvent (name InEventName))
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| | PlayAltFiring ()))
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| | PlayAnimEx (name Sequence ))
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| | PlayFiring ()))
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| | PlayPostSelect ()))
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| | PlaySelect ()))
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| | PostBeginPlay ()))
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| | PostModifyRatings (Actor Target, float DistanceToEnemy, out float PriFireRating, out float AltFireRating ))
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| | PostRecvOwner ()))
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| | PostSetAimingParameters (bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash ))
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| | PreModifyRatings (Actor Target, float DistanceToEnemy, out float PriFireRating, out float AltFireRating, out byte bGetFireRating, out byte bGetAltFireRating ))
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| bool | PreSetAimingParameters (bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash ))
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| Weapon | PrevWeapon (Weapon aChoice, Weapon aWeapon))
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| | ProcessTraceHitEx (vector HitDirection, CheckResult Hit, float EffectiveDamage ))
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| Projectile | ProjectileFire (class ProjClass ))
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| bool | PutDown ())) Active |
| bool | PutDown ())) DownWeapon |
| bool | PutDown ())) Idle |
| float | RateSelf (Actor Target, out byte bUseAltMode ))
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| Weapon | RecommendWeapon (Actor Target, out float Rating, out byte bUseAltMode ))
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| | Refresh ()))
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| | Reload ()))
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| | Reload () AltFiring |
| | Reload () Firing |
| | RenderOverlays (canvas Canvas ))
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| byte | SelectFiringMode (Actor Target ))
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| | SetCrosshair ()))
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| | SetFireSkin ()))
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| | SetFireStartLocations ()))
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| bool | ShouldSwitchWeapon (Weapon CurrentWeapon, bool bOptionalSet ))
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| | StartAdjust ()))
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| | StopAdjust ()))
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| float | SuggestAttackStyle (Actor Target ))
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| float | SuggestAttackStyleMode (Actor Target, float RangeMin, float RangeIdeal, float RangeMax, bool bUseAltMode ))
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| float | SuggestAttackStyleNoEnemy (bool bUseAltMode ))
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| float | SuggestAttackStyleNoRange (bool bUseAltMode ))
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| float | SuggestDefenseStyle (Actor Target ))
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| | SwitchAway ()))
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| float | SwitchPriority ()))
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| | TraceFire (float TraceSpread ))
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| | TraceFireFailed (vector EndPoint)
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| | UnSetCrosshair ()))
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| | UnsetFireSkin ()))
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| | UpdateAltRanges ()))
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| | UpdateCrosshair (Canvas Canvas ))
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| | UpdatePriRanges ()))
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| | UpdateRanges (float Speed, float DamageRadius, out float RangeIdeal, out float RangeMax, out float RangeLimit ))
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| Weapon | WeaponChange (byte F, Weapon aChoice ))
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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 |
const MaxRapidFireRate = 0.50;
const MinSlowFireRate = 0.51;
const RangeUnlimited = 32767.0;
const RatingCantFire = -40.000;
const RatingDangerous = -20.000;
const RatingDefault = 0.000;
const RatingDisabled = -50.000;
const RatingFireNow = 100.000;
const RatingHighest = 90.000;
const RatingIneffective = -10.000;
const RatingLow = -5.000;
const RatingNoAmmo = -30.000;
const RatingNone = -99.999;
var float AltProjectileSpeed;
var bool bAdjustWeaponPitchYaw;
var bool bAdjustWeaponRoll;
var bool bAdjustWeaponXY;
var bool bAdjustWeaponZ;
var bool bAltFiring;
var bool bCrosshairGlows;
var bool bDisableFiring;
var bool bDisableTick;
var bool bFiring;
var bool bGlowing;
var bool bLastRound;
var bool bLockLocation;
var float fAdjustWeaponRate;
var float FireSkinTime;
var mesh FirstPersonMesh;
var float LastFullUpdateTime;
var name LastTriggeredAnim;
var float LastWaterRingTime;
var int MagicKey;
ProjectileFireStartLocation Source code
var
vector ProjectileFireStartLocation;
var float ProjectileSpeed;
TraceFireStartLocation Source code
var
vector TraceFireStartLocation;
var float UpdateRangeGravityZ;
var config bool UseGlowingCrosshairs;
Firing
var(Firing) float AltFireLastDownTime;
var(Firing) float AltFireLastReloadTime;
var(Firing) float AltFireTime;
var(Firing) float DownTime;
var(Firing) float FireLastDownTime;
var(Firing) float FireLastReloadTime;
var(Firing) float FireTime;
var(Firing) float ReloadTime;
var(Firing) float ReloadUnloadedTime;
var(Firing) float SelectTime;
U2Weapon
var(
U2Weapon)
sound AltFireLastRoundSound;
bAltFireEnabledForOwner Source code
var(
U2Weapon)
bool bAltFireEnabledForOwner;
var(
U2Weapon)
bool bAmbientAltFireSound;
var(
U2Weapon)
bool bFireEnabledForOwner;
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;
var(
U2Weapon) array<
sound> GunButtSounds;
RatingInsideMinAltFire Source code
var(
U2Weapon)
float RatingInsideMinAltFire;
var(
U2Weapon)
float RatingInsideMinFire;
RatingRangeIdealAltFire Source code
var(
U2Weapon)
float RatingRangeIdealAltFire;
var(
U2Weapon)
float RatingRangeIdealFire;
RatingRangeLimitAltFire Source code
var(
U2Weapon)
float RatingRangeLimitAltFire;
var(
U2Weapon)
float RatingRangeLimitFire;
var(
U2Weapon)
float RatingRangeMaxAltFire;
var(
U2Weapon)
float RatingRangeMinAltFire;
var(
U2Weapon)
sound ReloadUnloadedSound;
var(
U2Weapon) array<
name> TargetableTypes;
WeaponShake
var(WeaponShake) float AltShakeMag;
var(WeaponShake) float AltShakeTime;
static
function bool AddAmmo (
Pawn Other,
string AmmoClassString,
int AddAmmoAmount, optional
bool bMaximizeClipAmount ) )
function bool AdjustAim (
bool bAltFire,
bool bInstant,
float FireSpread,
class<
projectile>
ProjClass,
bool bWarnTarget,
bool bTrySplash ) )
function bool AdjustProjectileAim (
bool bAltFire,
class<
Projectile>
ProjectileClass,
vector projStart,
float FireSpread,
bool bLeadTarget,
bool bWarnTarget,
bool bTossed,
bool bTrySplash ) )
function bool AdjustTraceAim (
float projSpeed,
vector projStart,
float FireSpread,
bool bLeadTarget,
bool bWarnTarget,
bool bTossed,
bool bTrySplash ) )
exec function AdjustWeaponLog ( ) )
exec function AdjustWeaponPitchYaw ( ) )
exec function AdjustWeaponRate ( float f) )
exec function AdjustWeaponRoll ( ) )
exec function AdjustWeaponXY ( ) )
exec function AdjustWeaponZ ( ) )
simulated function AltFire ( ) )
simulated event AnimEnd ( int Channel ) )
simulated event AnimEnd ( int Channel ) )
simulated event AnimEnd ( int Channel ) )
simulated event AnimEnd ( int Channel ) )
function AuthorityAltFire ( ) )
function AuthorityFire ( ) )
simulated event BeginState ( ) )
simulated event BeginState ( ) )
simulated event BeginState ( ) )
simulated event BeginState ( ) )
simulated event BeginState ( ) )
simulated
function vector CalcDrawOffset ( ) )
function bool CanFire ( ) )
function bool CanFire ( ) )
simulated function ClearWeaponEffects ( ) )
simulated function ClientFinish ( ) )
simulated
function ClientTraceImpact (
CheckResult Hit ) )
simulated function ClientWeaponSet ( bool bOptionalSet) )
simulated function ConstructDeco ( int i ) )
function float DefaultRating (
Actor Target,
bool bUseAltMode ) )
simulated event Destroyed ( ) )
simulated function DestructDeco ( int i ) )
DispatchWeaponNotifies Source code
function DispatchWeaponNotifies (
out CheckResult Hit ) )
final function DMW ( coerce string Msg ) )
function DropFrom (
vector StartLocation) )
simulated
function EjectShell (
class<
U2ShellCase>
ShellClass ) )
simulated event EndState ( ) )
simulated event EndState ( ) )
simulated event EndState ( ) )
simulated event EndState ( ) )
simulated event EndState ( ) )
simulated function EverywhereAltFire ( ) )
simulated function EverywhereFire ( ) )
simulated function Finish ( ) )
simulated function Fire ( ) )
simulated function int GetAltFireAmmoUsed ( ) )
simulated function int GetClipAmount ( ) )
simulated function int GetClipSize ( ) )
simulated
function UIConsole GetConsole ( ) )
simulated function int GetFireAmmoUsed ( ) )
function sound GetGunButtSound ( ) )
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
GetWeaponDistanceToEnemy Source code
function float GetWeaponDistanceToEnemy (
Actor Target ) )
function float GetWeaponRating (
Actor Target,
out byte bUseAltMode,
bool bSupportsFire,
bool bSupportsAltFire ) )
function GiveAmmo (
Pawn Other ) )
function GiveTo (
Pawn Other, optional
bool bDontTryToSwitch ) )
simulated
function bool GreaterThan (
Weapon Other ) )
function bool HandlePickupQuery (
Pickup Item ) )
function bool HasEnoughAmmo ( int MinUses ) )
function bool HasEnoughModeAmmo ( int AmmoUsed, int NumUses ) )
function bool IsTargetable (
Actor A ) )
simulated
function bool LessThan (
Weapon Other ) )
function MaybePixieReload ( ) )
function MeleeAttack ( ) )
simulated function MeshAgentCallActionEx ( name Sequence ) )
MeshAgentSetInputCurValueEx Source code
simulated function MeshAgentSetInputCurValueEx ( name Input, name Value ) )
function float NoEnemyRating ( bool bUseAltMode ) )
simulated function NotifyCutsceneBegin ( )
simulated function NotifyPlaySoundSlot ( string Slot ) )
function float NotUsingRangeRating (
Actor Target,
bool bUseAltMode ) )
simulated function PawnAgentEvent ( name InEventName) )
simulated function PlayAltFiring ( ) )
simulated function PlayAnimEx ( name Sequence ) )
simulated function PlayFiring ( ) )
simulated function PlayPostSelect ( ) )
simulated function PlaySelect ( ) )
simulated event PostBeginPlay ( ) )
function PostModifyRatings (
Actor Target,
float DistanceToEnemy,
out float PriFireRating,
out float AltFireRating ) )
simulated function PostRecvOwner ( ) )
PostSetAimingParameters Source code
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 ) )
PreSetAimingParameters Source code
function bool PreSetAimingParameters (
bool bAltFire,
bool bInstant,
float FireSpread,
class<
projectile>
ProjClass,
bool bWarnTarget,
bool bTrySplash ) )
function ProcessTraceHitEx (
vector HitDirection,
CheckResult Hit,
float EffectiveDamage ) )
simulated function bool PutDown ( ) )
simulated function bool PutDown ( ) )
simulated function bool PutDown ( ) )
function float RateSelf (
Actor Target,
out byte bUseAltMode ) )
simulated
function Weapon RecommendWeapon (
Actor Target,
out float Rating,
out byte bUseAltMode ) )
function Refresh ( ) )
simulated function Reload ( ) )
simulated function Reload ( )
simulated function Reload ( )
function byte SelectFiringMode (
Actor Target ) )
simulated function SetCrosshair ( ) )
simulated function SetFireSkin ( ) )
function SetFireStartLocations ( ) )
function bool ShouldSwitchWeapon (
Weapon CurrentWeapon,
bool bOptionalSet ) )
function StartAdjust ( ) )
exec function StopAdjust ( ) )
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 ) )
function float SuggestDefenseStyle (
Actor Target ) )
simulated function SwitchAway ( ) )
simulated function float SwitchPriority ( ) )
function TraceFire ( float TraceSpread ) )
function TraceFireFailed (
vector EndPoint )
simulated function UnSetCrosshair ( ) )
simulated function UnsetFireSkin ( ) )
function UpdateAltRanges ( ) )
function UpdatePriRanges ( ) )
function UpdateRanges ( float Speed, float DamageRadius, out float RangeIdeal, out float RangeMax, out float RangeLimit ) )
simulated
function Weapon WeaponChange (
byte F,
Weapon aChoice ) )
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