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U2.U2XMPItem

Extends
U2Weapon
Modifiers
abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- U2.U2Weapon
            |   
            +-- U2.U2XMPItem

Direct Known Subclasses:

DeployableInventory

Constants Summary
Inherited Contants from U2.U2Weapon
MaxRapidFireRate, MinSlowFireRate, RangeUnlimited, RatingCantFire, RatingDangerous, RatingDefault, RatingDisabled, RatingFireNow, RatingHighest, RatingIneffective, RatingLow, RatingNoAmmo, RatingNone

Variables Summary
boolbActivatable
U2XMPItem
soundActivateSound
soundDeActivateSound
soundEffectSound
Inherited Variables from U2.U2Weapon
AIRatingAltFire, AIRatingFire, AltDamage, AltFireEndSound, AltFireLastDownTime, AltFireLastReloadTime, AltFireLastRoundSound, AltFirePitch, AltFireTime, AltProjectileSpeed, AltShakeMag, AltShakeTime, AltShellClass, bAdjustWeaponPitchYaw, bAdjustWeaponRoll, bAdjustWeaponXY, bAdjustWeaponZ, bAimAltFire, bAimFire, bAltFireEnabledForOwner, bAltFiring, bAmbientAltFireSound, bAmbientFireSound, bCrosshairGlows, bDisableFiring, bDisableTick, bFireEnabledForOwner, bFiring, bGlowing, bLastRound, bLockLocation, BounceDamping, BounceSound, bRepeatAltFire, bRepeatFire, Crosshair, CrosshairFilename, CrosshairName, Damage, DecoEffects, DownTime, fAdjustWeaponRate, FireEndSound, FireLastDownTime, FireLastReloadTime, FireLastRoundSound, FirePitch, FireSkinTime, FireTime, FirstPersonMesh, FirstPersonOffset, FlashSkin, FlashSkinTP, GlowingAttitude, GunButtSounds, ImpactHandlerClass, LastFullUpdateTime, LastTriggeredAnim, LastWaterRingTime, LocationOffset, MagicKey, MomentumTransfer, ProjectileFireStartLocation, ProjectileSpeed, RangeIdealAltFire, RangeIdealFire, RangeLimitAltFire, RangeLimitFire, RangeMaxAltFire, RangeMaxFire, RangeMinAltFire, RangeMinFire, RatingInsideMinAltFire, RatingInsideMinFire, RatingRangeIdealAltFire, RatingRangeIdealFire, RatingRangeLimitAltFire, RatingRangeLimitFire, RatingRangeMaxAltFire, RatingRangeMaxFire, RatingRangeMinAltFire, RatingRangeMinFire, ReloadTime, ReloadUnloadedSound, ReloadUnloadedTime, RotationOffset, SelectTime, ShellClass, ShellOffset, TargetableTypes, TraceFireStartLocation, TraceRange, TraceSpreadAltFire, TraceSpreadFire, U2PCOwner, UpdateRangeAmmoType, UpdateRangeGravityZ, UseGlowingCrosshairs, WeaponAnimationType
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

Functions Summary
function Activate (bool AltActivate ))
function Activate (bool AltActivate ))
Activated
function Activate (bool AltActivate ))
Inactive
functionbool ActivateUnit (bool bAltActivate)
function AdjustDamage (out float Damage ))
function AltFire ()))
function AuthorityAltFire ()))
function AuthorityFire ()))
function BringUp ()))
function Deactivate ()))
function Deactivate ()))
Activated
function Deactivate ()))
Inactive
function DrawDecos (canvas Canvas)
function DrawWeapon (canvas Canvas)
function Fire ()))
functionint GetClipAmount ()))
functionint GetClipSize ()))
function GiveTo (pawn Other, optional bool bDontTryToSwitch ))
functionbool HasEnoughAmmo (int MinUses ))
function PostRender (Canvas Canvas)
functionbool PreSetAimingParameters (bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash ))
functionProjectile ProjectileFire (class ProjClass ))
event Tick (float DeltaSeconds)
Inherited Functions from U2.U2Weapon
AddAmmo, AdjustAim, AdjustProjectileAim, AdjustTraceAim, AdjustTraceFireHit, AdjustWeaponLog, AdjustWeaponPitchYaw, AdjustWeaponRate, AdjustWeaponRoll, AdjustWeaponXY, AdjustWeaponZ, AltFire, AnimEnd, AuthorityAltFire, AuthorityFire, BeginState, CalcDrawOffset, CalcFireOffset, CalcShellOffset, CanFire, ClearWeaponEffects, ClientFinish, ClientTraceImpact, ClientWeaponSet, ConstructDeco, DefaultRating, Destroyed, DestructDeco, DispatchWeaponNotifies, DMW, DrawDecos, DrawWeapon, DropFrom, EjectShell, EndState, EverywhereAltFire, EverywhereFire, FindBestTarget, FindTraceTarget, Finish, Fire, GetAltFireAmmoUsed, GetAttitudeTo, GetClipAmount, GetClipSize, GetConsole, GetFireAmmoUsed, GetGunButtSound, GetModeRating, GetWeaponAnimationType, GetWeaponDistanceToEnemy, GetWeaponRating, GiveAmmo, GiveTo, GreaterThan, HandleCrosshairGlow, HandlePickupQuery, HandleTargetDetails, HandleWaterShot, HasEnoughAmmo, HasEnoughModeAmmo, IsTargetable, LessThan, MaybePixieReload, MeleeAttack, MeshAgentCallActionEx, MeshAgentSetInputCurValueEx, MouseMove, NextWeapon, NoEnemyRating, NotifyCutsceneBegin, NotifyPlaySoundSlot, NotUsingRangeRating, PawnAgentEvent, PlayAltFiring, PlayAnimEx, PlayFiring, PlayPostSelect, PlaySelect, PostBeginPlay, PostModifyRatings, PostRecvOwner, PostSetAimingParameters, PreModifyRatings, PreSetAimingParameters, PrevWeapon, ProcessTraceHitEx, ProjectileFire, PutDown, RateSelf, RecommendWeapon, Refresh, Reload, RenderOverlays, SelectFiringMode, SetCrosshair, SetFireSkin, SetFireStartLocations, ShouldSwitchWeapon, StartAdjust, StopAdjust, SuggestAttackStyle, SuggestAttackStyleMode, SuggestAttackStyleNoEnemy, SuggestAttackStyleNoRange, SuggestDefenseStyle, SwitchAway, SwitchPriority, TraceFire, TraceFireFailed, UnSetCrosshair, UnsetFireSkin, UpdateAltRanges, UpdateCrosshair, UpdatePriRanges, UpdateRanges, WeaponChange
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

States Summary
Activated Source code
state Activated
Activate, Deactivate
Inactive Source code
auto state Inactive
Activate, Deactivate


Variables Detail

bActivatable Source code

var bool bActivatable;

U2XMPItem

ActivateSound Source code

var(U2XMPItem) sound ActivateSound;

DeActivateSound Source code

var(U2XMPItem) sound DeActivateSound;

EffectSound Source code

var(U2XMPItem) sound EffectSound;


Functions Detail

Activate Source code

function Activate ( bool AltActivate ) )

Activate Activated Source code

function Activate ( bool AltActivate ) )

Activate Inactive Source code

function Activate ( bool AltActivate ) )

ActivateUnit Source code

function bool ActivateUnit ( bool bAltActivate )

AdjustDamage Source code

function AdjustDamage ( out float Damage ) )

AltFire Source code

simulated function AltFire ( ) )

AuthorityAltFire Source code

function AuthorityAltFire ( ) )

AuthorityFire Source code

function AuthorityFire ( ) )

BringUp Source code

simulated function BringUp ( ) )

Deactivate Source code

function Deactivate ( ) )

Deactivate Activated Source code

function Deactivate ( ) )

Deactivate Inactive Source code

function Deactivate ( ) )

DrawDecos Source code

simulated function DrawDecos ( canvas Canvas )

DrawWeapon Source code

simulated function DrawWeapon ( canvas Canvas )

Fire Source code

simulated function Fire ( ) )

GetClipAmount Source code

simulated function int GetClipAmount ( ) )

GetClipSize Source code

simulated function int GetClipSize ( ) )

GiveTo Source code

function GiveTo ( pawn Other, optional bool bDontTryToSwitch ) )

HasEnoughAmmo Source code

function bool HasEnoughAmmo ( int MinUses ) )

PostRender Source code

simulated function PostRender ( Canvas Canvas )

PreSetAimingParameters Source code

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

ProjectileFire Source code

function Projectile ProjectileFire ( class<projectile> ProjClass ) )

Tick Source code

simulated event Tick ( float DeltaSeconds )


Defaultproperties

defaultproperties
{
	FireLastReloadTime=0.000000
	AltFireLastReloadTime=0.000000
	ReloadTime=0.000000
	SelectTime=0.000000
	DownTime=0.000000
     GunButtSounds(0)=Sound'U2WeaponsA.GunButt.GunButt01'
     GunButtSounds(1)=Sound'U2WeaponsA.GunButt.GunButt02'
     GunButtSounds(2)=Sound'U2WeaponsA.GunButt.GunButt03'
     GunButtSounds(3)=Sound'U2WeaponsA.GunButt.GunButt04'
	bRepeatFire=false
	bRepeatAltFire=false
	AltShakeMag=0.000000
	AltShakeTime=0.000000
     TargetableTypes(0)='Pawn'
	CrosshairName=""
	RangeMinFire=192.000000
	RangeIdealFire=512.000000
	RangeMaxFire=2048.000000
	RangeLimitFire=32767.000000
	RatingInsideMinFire=-20.000000
	RatingRangeMinFire=-0.500000
	RatingRangeIdealFire=0.800000
	RatingRangeMaxFire=0.200000
	RatingRangeLimitFire=0.010000
	AIRatingFire=-50.000000
	RangeMinAltFire=80.000000
	RangeIdealAltFire=1024.000000
	RangeMaxAltFire=1400.000000
	RangeLimitAltFire=1400.000000
	RatingInsideMinAltFire=-20.000000
	RatingRangeMinAltFire=-0.500000
	RatingRangeIdealAltFire=0.750000
	RatingRangeMaxAltFire=0.200000
	RatingRangeLimitAltFire=0.010000
	AIRatingAltFire=-50.000000
	AutoSwitchPriority=0
	ShakeMag=0.000000
	ShakeTime=0.000000
	AIRating=-50.000000
	InventoryGroup=5
	GroupOffset=3
	PlayerViewOffset=(X=0.000000,Z=0.000000)
	ItemName="U2 XMP Item"
	ItemID="XX"
     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 10:48:35.545 - Created with UnCodeX