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U2Weapons.WeaponInvEnergyRifle

Extends
U2Weapon

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

Direct Known Subclasses:

WeaponInvEnergyRifleEx, WeaponInvEnergyRifleInvisible

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

Variables Summary
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
event BeginState ()))
Firing
functionvector CalcFireOffset (vector X, vector Y, vector Z ))
AltFiring
event EndState ()))
Firing
function EverywhereAltFire ()))
functionint GetAltFireAmmoUsed ()))
functionfloat GetProjSpeed (bool bAlt ))
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
AltFiring Source code
simulated state AltFiring
CalcFireOffset
Firing Source code
simulated state Firing
BeginState, EndState


Functions Detail

BeginState Firing Source code

simulated event BeginState ( ) )

CalcFireOffset AltFiring Source code

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

EndState Firing Source code

simulated event EndState ( ) )

EverywhereAltFire Source code

simulated function EverywhereAltFire ( ) )

GetAltFireAmmoUsed Source code

simulated function int GetAltFireAmmoUsed ( ) )

GetProjSpeed Source code

function float GetProjSpeed ( bool bAlt ) )


Defaultproperties

defaultproperties
{
	FireTime=0.300000
	AltFireTime=2.000000
	FireLastDownTime=2.062000
	AltFireLastDownTime=2.250000
	FireLastReloadTime=2.812000
	AltFireLastReloadTime=2.625000
	ReloadTime=2.187000
	FlashSkin=Shader'WeaponFXT.EnergyRifle.ER_Skin2FX'
	FireLastRoundSound=Sound'U2WeaponsA.EnergyRifle.ER_FireLastRound'
	AltFireLastRoundSound=Sound'U2WeaponsA.EnergyRifle.ER_AltFireLastRound'
	ReloadUnloadedSound=Sound'U2WeaponsA.EnergyRifle.ER_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'
	FirePitch=(A=0.950000)
	ProjectileSpeed=1200.000000
     DecoEffects(0)=(AnimSequence=Fire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'EnergyFX.ParticleSalamander3',MountNode="#Muzzleflash1",bWorldFOV=true,bRequiresWorldZBuffer=true,AIAim=1200,PushBack=64.000000)
     DecoEffects(1)=(AnimSequence=Fire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'EnergyFX.ParticleSalamander3',MountNode="#Muzzleflash2",bWorldFOV=true,bRequiresWorldZBuffer=true,AIAim=1200,PushBack=64.000000)
     DecoEffects(2)=(AnimSequence=Fire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'EnergyFX.ParticleSalamander1',MountNode="#Muzzleflash1")
     DecoEffects(3)=(AnimSequence=Fire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'EnergyFX.ParticleSalamander1',MountNode="#Muzzleflash2")
     DecoEffects(4)=(AnimSequence=AltFire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'EnergyFX.ParticleSalamander1',MountNode="#Muzzleflash2")
     DecoEffects(5)=(AnimSequence=AltFire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'EnergyFX.ParticleSalamander1',MountNode="#Muzzleflash2")
	FirstPersonOffset=(X=-30.000000,Y=-10.000000)
	bCrosshairGlows=true
	WeaponAnimationType=AT_Large
	AltShakeMag=15.000000
	AltShakeTime=0.800000
     TargetableTypes(0)='Pawn'
	CrosshairName="ER_Cross"
	RangeMinFire=0.000000
	RangeIdealFire=512.000000
	RangeMaxFire=1536.000000
	RangeLimitFire=32767.000000
	RatingRangeMinFire=0.450000
	RatingRangeIdealFire=0.450000
	RatingRangeMaxFire=0.450000
	RatingRangeLimitFire=0.001000
	AIRatingFire=0.450000
	RangeMinAltFire=512.000000
	RangeIdealAltFire=1024.000000
	RangeMaxAltFire=1700.000000
	RatingInsideMinAltFire=-20.000000
	RatingRangeMinAltFire=0.100000
	RatingRangeIdealAltFire=0.350000
	RatingRangeMaxAltFire=0.550000
	AIRatingAltFire=0.450000
	AmmoName=Class'U2Weapons.ammoInvEnergyRifle'
	PickupAmmoCount=60
	AutoSwitchPriority=8
	bRapidFire=true
	FireOffset=(X=50.000000,Y=40.000000,Z=-40.000000)
	AltProjectileClass=Class'U2Weapons.projectileEMP'
	ShakeMag=1.000000
	bWarnTarget=true
	bAltWarnTarget=true
	bAltSplashDamage=true
	AIRating=0.450000
	RefireRate=0.200000
	AltRefireRate=1.000000
	FireSound=Sound'U2WeaponsA.EnergyRifle.ER_Fire'
	AltFireSound=Sound'U2WeaponsA.EnergyRifle.ER_AltFire'
	CockingSound=Sound'U2WeaponsA.EnergyRifle.ER_Reload'
	SelectSound=Sound'U2WeaponsA.EnergyRifle.ER_Select'
	MessageNoAmmo=" has no energy."
	InstFlash=-0.150000
	InstFog=(X=139.000000,Y=218.000000,Z=72.000000)
	InventoryGroup=2
	GroupOffset=3
	PickupClass=Class'U2Weapons.weaponEnergyRifle'
	PlayerViewOffset=(X=53.000000,Y=18.500000,Z=-14.500000)
	ThirdPersonMesh=LegendMesh'GlmWeaponsG.ER_TP'
	ItemName="Energy Rifle"
	ItemID="ER"
	IconIndex=7
	Mesh=LegendMesh'GlmWeaponsG.ER_FP'
	SoundVolume=255
     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 10:48:35.909 - Created with UnCodeX