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U2Weapons.WeaponInvDispersion

Extends
U2Weapon

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

Direct Known Subclasses:

WeaponInvDispersionSmall, WeaponTutorialInvDispersion

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

Variables Summary
intAltEnergy
EFireModeFireMode
floatRampUp
WeaponInvDispersion
floatAltChargeTime
floatAltEnergyTimer
intMaxAltEnergy
floatRampUpRate
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

Enumerations Summary
EFireMode
FM_None, FM_Fire, FM_Charged, FM_AltFire,

Functions Summary
function AuthorityAltFire ()
event BeginState ()))
AltCharging
event EndState ()))
AltCharging
function EverywhereAltFire ()))
functionfloat GetAltEnergyPct ()
functionfloat GetAltEnergyPct ()
AltCharging
functionint GetAltFireAmmoUsed ()))
function HandleTargetDetails (Actor A, Canvas Canvas, vector ViewLoc, rotator ViewRot ))
function IncAltEnergy ()
function IncAltEnergy ()))
AltCharging
functionbool IsAltCharging ()
functionbool IsAltCharging ()
AltCharging
function NotifyPlaySoundSlot (string Slot ))
function PlayAltFiring ()))
function PlayFiring ()))
function PostSetAimingParameters (bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash ))
functionbool PreSetAimingParameters (bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash ))
functionProjectile ProjectileFire (class ProjClass ))
function SwitchAway ()))
event Tick (float DeltaSeconds ))
AltCharging
event TravelPreAccept ()
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
AltCharging Source code
simulated state AltCharging
BeginState, EndState, GetAltEnergyPct, IncAltEnergy, IsAltCharging, Tick
Idle Source code
simulated state Idle


Variables Detail

AltEnergy Source code

var int AltEnergy;

FireMode Source code

var EFireMode FireMode;

RampUp Source code

var float RampUp;

WeaponInvDispersion

AltChargeTime Source code

var(WeaponInvDispersion) float AltChargeTime;

AltEnergyTimer Source code

var(WeaponInvDispersion) float AltEnergyTimer;

MaxAltEnergy Source code

var(WeaponInvDispersion) int MaxAltEnergy;

RampUpRate Source code

var(WeaponInvDispersion) float RampUpRate;


Enumerations Detail

EFireMode Source code

enum EFireMode
{
FM_None, FM_Fire, FM_Charged, FM_AltFire,
};


Functions Detail

AuthorityAltFire Source code

function AuthorityAltFire ( )

BeginState AltCharging Source code

simulated event BeginState ( ) )

EndState AltCharging Source code

simulated event EndState ( ) )

EverywhereAltFire Source code

simulated function EverywhereAltFire ( ) )

GetAltEnergyPct Source code

simulated function float GetAltEnergyPct ( )

GetAltEnergyPct AltCharging Source code

simulated function float GetAltEnergyPct ( )

GetAltFireAmmoUsed Source code

simulated function int GetAltFireAmmoUsed ( ) )

HandleTargetDetails Source code

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

IncAltEnergy Source code

simulated function IncAltEnergy ( )

IncAltEnergy AltCharging Source code

simulated function IncAltEnergy ( ) )

IsAltCharging Source code

simulated function bool IsAltCharging ( )

IsAltCharging AltCharging Source code

simulated function bool IsAltCharging ( )

NotifyPlaySoundSlot Source code

simulated function NotifyPlaySoundSlot ( string Slot ) )

PlayAltFiring Source code

simulated function PlayAltFiring ( ) )

PlayFiring Source code

simulated function PlayFiring ( ) )

PostSetAimingParameters Source code

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

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 ) )

SwitchAway Source code

simulated function SwitchAway ( ) )

Tick AltCharging Source code

simulated event Tick ( float DeltaSeconds ) )

TravelPreAccept Source code

event TravelPreAccept ( )


Defaultproperties

defaultproperties
{
	AltChargeTime=2.000000
	AltEnergyTimer=0.250000
	MaxAltEnergy=12
	RampUpRate=0.400000
	FireTime=0.250000
	ReloadTime=0.000000
	FlashSkin=Shader'WeaponFXT.Dispersion.DP_Skin2FX'
     GunButtSounds(0)=Sound'U2WeaponsA.GunButt.GunButt01'
     GunButtSounds(1)=Sound'U2WeaponsA.GunButt.GunButt02'
     GunButtSounds(2)=Sound'U2WeaponsA.GunButt.GunButt03'
     GunButtSounds(3)=Sound'U2WeaponsA.GunButt.GunButt04'
	FirstPersonOffset=(X=-12.000000,Y=7.000000,Z=-5.000000)
	bCrosshairGlows=true
	WeaponAnimationType=AT_Small
	ImpactHandlerClass=Class'U2Weapons.impactDispersion'
	AltShakeMag=1.000000
     TargetableTypes(0)='Pawn'
	CrosshairName="DP_Cross"
	RangeMinFire=128.000000
	RangeIdealFire=512.000000
	RangeMaxFire=1536.000000
	RangeLimitFire=32767.000000
	RatingRangeMinFire=0.250000
	RatingRangeIdealFire=0.450000
	RatingRangeMaxFire=0.100000
	RatingRangeLimitFire=0.001000
	AIRatingFire=0.400000
	RangeMinAltFire=0.000000
	RangeIdealAltFire=384.000000
	RangeMaxAltFire=1536.000000
	RangeLimitAltFire=32767.000000
	RatingRangeMinAltFire=0.100000
	RatingRangeIdealAltFire=0.200000
	RatingRangeMaxAltFire=0.100000
	AIRatingAltFire=0.350000
	AmmoName=Class'U2Weapons.ammoInvDispersion'
	PickupAmmoCount=8
	PreferCrouchingMultiplier=2.000000
	bCanThrow=false
	FireOffset=(X=60.000000,Y=9.000000,Z=-5.000000)
	ProjectileClass=Class'U2Weapons.projectileDispersion'
	AltProjectileClass=Class'U2Weapons.projectileDispersionAlt'
	ShakeMag=0.500000
	bWarnTarget=true
	bAltWarnTarget=true
	AIRating=0.400000
	RefireRate=0.200000
	AltRefireRate=1.000000
	FireSound=Sound'U2WeaponsA.Dispersion.DP_Fire'
	SelectSound=Sound'U2WeaponsA.Dispersion.DP_Select'
	InventoryGroup=4
	GroupOffset=2
	PickupClass=Class'U2Weapons.weaponDispersion'
	PlayerViewOffset=(X=0.000000,Z=0.000000)
	ThirdPersonMesh=LegendMesh'GlmWeaponsG.DP_TP'
	ItemName="DispersionPistol"
	ItemID="DP"
	IconIndex=1
	Mesh=LegendMesh'GlmWeaponsG.DP_FP'
	SoundVolume=255
	Mass=15.000000
     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 10:48:35.896 - Created with UnCodeX