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U2Weapons.WeaponInvAssaultRifle

Extends
U2Weapon

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- U2.U2Weapon
            |   
            +-- U2Weapons.WeaponInvAssaultRifle

Direct Known Subclasses:

WeaponInvAssaultRifleSmall, WeaponTutorialInvAssaultRifle

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

Variables Summary
floatAngle
intRotationIndex
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 ClientTraceImpact (CheckResult Hit ))
event EndState ()))
Firing
functionint GetAltFireAmmoUsed ()))
functionfloat GetCrosshairAngle210 ()
functionfloat GetCrosshairAngle330 ()
functionfloat GetCrosshairAngle90 ()
function HandleLastRound ()))
function HandleTargetDetails (Actor A, Canvas Canvas, vector ViewLoc, rotator ViewRot ))
function PlayAltFiring ()))
function PlayFiring ()))
function ProcessTraceHitEx (vector HitDirection, CheckResult Hit, float EffectiveDamage ))
function UpdateRotationThing ()))
function UpdateTracer (CheckResult Hit ))
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
Firing Source code
simulated state Firing
EndState


Variables Detail

Angle Source code

var float Angle;

RotationIndex Source code

var int RotationIndex;


Functions Detail

ClientTraceImpact Source code

simulated function ClientTraceImpact ( CheckResult Hit ) )

EndState Firing Source code

simulated event EndState ( ) )

GetAltFireAmmoUsed Source code

simulated function int GetAltFireAmmoUsed ( ) )

GetCrosshairAngle210 Source code

simulated function float GetCrosshairAngle210 ( )

GetCrosshairAngle330 Source code

simulated function float GetCrosshairAngle330 ( )

GetCrosshairAngle90 Source code

simulated function float GetCrosshairAngle90 ( )

HandleLastRound Source code

simulated function HandleLastRound ( ) )

HandleTargetDetails Source code

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

PlayAltFiring Source code

simulated function PlayAltFiring ( ) )

PlayFiring Source code

simulated function PlayFiring ( ) )

ProcessTraceHitEx Source code

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

UpdateRotationThing Source code

simulated function UpdateRotationThing ( ) )

UpdateTracer Source code

simulated function UpdateTracer ( CheckResult Hit ) )


Defaultproperties

defaultproperties
{
	FireTime=0.100000
	AltFireTime=1.000000
	FireLastDownTime=1.125000
	AltFireLastDownTime=1.600000
	FireLastReloadTime=2.166000
	AltFireLastReloadTime=2.800000
	ReloadTime=2.166000
	FlashSkin=Shader'WeaponFXT.CAR.AR_SKIN2FX'
	FireLastRoundSound=Sound'U2WeaponsA.AssaultRifle.AR_FireLastRound'
	AltFireLastRoundSound=Sound'U2WeaponsA.AssaultRifle.AR_AltFireLastRound'
	ReloadUnloadedSound=Sound'U2WeaponsA.AssaultRifle.AR_ReloadUnloaded'
     GunButtSounds(0)=Sound'U2WeaponsA.GunButt.GunButt01'
     GunButtSounds(1)=Sound'U2WeaponsA.GunButt.GunButt02'
     GunButtSounds(2)=Sound'U2WeaponsA.GunButt.GunButt03'
     GunButtSounds(3)=Sound'U2WeaponsA.GunButt.GunButt04'
     DecoEffects(0)=(AnimSequence=Fire,DecoClass=Class'U2Weapons.AR_LightEffect',MountNode="#Muzzleflash",MountOffset=(X=15.000000,Z=15.000000))
     DecoEffects(1)=(AnimSequence=Fire,DecoClass=Class'ParticleSystems.PulseLineGenerator',Particles=PulseLineGenerator'AssaultFX.PulseLineGenerator1',MountNode="#Muzzleflash",bRequiresWorldZBuffer=true)
	FirstPersonOffset=(Y=4.000000,Z=6.000000)
	bAmbientFireSound=true
	bCrosshairGlows=true
	WeaponAnimationType=AT_Large
	ImpactHandlerClass=Class'U2Weapons.impactAssaultRifle'
	Damage=12.000000
	TraceRange=4800.000000
	TraceSpreadFire=3.000000
	TraceSpreadAltFire=3.000000
	AltShakeMag=10.000000
	AltShakeTime=0.300000
     TargetableTypes(0)='Pawn'
	CrosshairName="AR_Cross"
	RangeMinFire=0.000000
	RangeIdealFire=2048.000000
	RangeMaxFire=4096.000000
	RangeLimitFire=32767.000000
	RatingRangeMinFire=0.800000
	RatingRangeIdealFire=0.800000
	RatingRangeMaxFire=0.200000
	RatingRangeLimitFire=0.010000
	AIRatingFire=0.800000
	RangeMinAltFire=196.000000
	RangeIdealAltFire=512.000000
	RangeMaxAltFire=2048.000000
	RangeLimitAltFire=32767.000000
	RatingRangeMinAltFire=0.900000
	RatingRangeIdealAltFire=0.900000
	RatingRangeMaxAltFire=0.100000
	RatingRangeLimitAltFire=0.010000
	AIRatingAltFire=0.700000
	AmmoName=Class'U2Weapons.ammoInvAssaultRifle'
	PickupAmmoCount=75
	AutoSwitchPriority=15
	bInstantHit=true
	PreferCrouchingMultiplier=1.500000
	PreferProneMultiplier=2.000000
	bRapidFire=true
	FireOffset=(X=40.000000,Y=12.000000,Z=-32.000000)
	AltProjectileClass=Class'U2Weapons.projectileAssaultRoundAlt'
	MyDamageType=Class'U2.DamageTypePhysicalInstant'
	ShakeMag=3.000000
	ShakeTime=1.500000
	bAltSplashDamage=true
	bRecommendAltSplashDamage=true
	AIRating=0.800000
	RefireRate=0.020000
	AltRefireRate=1.000000
	FireSound=Sound'U2WeaponsA.AssaultRifle.AR_Fire'
	AltFireSound=Sound'U2WeaponsA.AssaultRifle.AR_AltFire'
	CockingSound=Sound'U2WeaponsA.AssaultRifle.AR_Reload'
	SelectSound=Sound'U2WeaponsA.AssaultRifle.AR_Select'
	InventoryGroup=2
	GroupOffset=2
	PickupClass=Class'U2Weapons.weaponAssaultRifle'
	PlayerViewOffset=(X=0.000000,Z=0.000000)
	BobDamping=0.975000
	ThirdPersonMesh=LegendMesh'GlmWeaponsG.AR_TP'
	ItemName="Assault Rifle"
	ItemID="AR"
	IconIndex=3
	Mesh=LegendMesh'GlmWeaponsG.AR_FP'
	SoundRadius=400.000000
     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 10:48:35.877 - Created with UnCodeX