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U2Weapons.WeaponInvFlameThrower

Extends
U2Weapon

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

Direct Known Subclasses:

PPainter

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

Variables Summary
boolbFiring
intCrossX
intCrossY
FT_LightFireLight[3]
floatPct
WeaponInvFlameThrower
intMaxCrossX
intMaxCrossY
intMinCrossX
intMinCrossY
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 CreateEffects ()))
event Destroyed ()))
function EverywhereFire ()))
functionPoint GetCrossPosA ()
functionPoint GetCrossPosB ()
functionPoint GetCrossPosC ()
functionPoint GetCrossPosD ()
functionfloat GetProjSpeed (bool bAlt ))
function HandleTargetDetails (Actor A, Canvas Canvas, vector ViewLoc, rotator ViewRot ))
event PhysicsVolumeChange (PhysicsVolume NewVolume ))
function PilotsOff ()))
function PilotsOn ()))
function PlayAnimEx (name Sequence ))
function SetFireSkin ()
AltFiring
functionfloat SuggestAttackStyleNoEnemy (bool bUseAltMode ))
function TurnOff ()))
function TurnOn ()))
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
state AltFiring
SetFireSkin


Variables Detail

bFiring Source code

var bool bFiring;

CrossX Source code

var int CrossX;

CrossY Source code

var int CrossY;

FireLight[3] Source code

var FT_Light FireLight[3];

Pct Source code

var float Pct;

WeaponInvFlameThrower

MaxCrossX Source code

var(WeaponInvFlameThrower) int MaxCrossX;

MaxCrossY Source code

var(WeaponInvFlameThrower) int MaxCrossY;

MinCrossX Source code

var(WeaponInvFlameThrower) int MinCrossX;

MinCrossY Source code

var(WeaponInvFlameThrower) int MinCrossY;


Functions Detail

CreateEffects Source code

simulated function CreateEffects ( ) )

Destroyed Source code

simulated event Destroyed ( ) )

EverywhereFire Source code

simulated function EverywhereFire ( ) )

GetCrossPosA Source code

function Point GetCrossPosA ( )

GetCrossPosB Source code

function Point GetCrossPosB ( )

GetCrossPosC Source code

function Point GetCrossPosC ( )

GetCrossPosD Source code

function Point GetCrossPosD ( )

GetProjSpeed Source code

function float GetProjSpeed ( bool bAlt ) )

HandleTargetDetails Source code

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

PhysicsVolumeChange Source code

event PhysicsVolumeChange ( PhysicsVolume NewVolume ) )

PilotsOff Source code

simulated function PilotsOff ( ) )

PilotsOn Source code

simulated function PilotsOn ( ) )

PlayAnimEx Source code

simulated function PlayAnimEx ( name Sequence ) )

SetFireSkin AltFiring Source code

simulated function SetFireSkin ( )

SuggestAttackStyleNoEnemy Source code

function float SuggestAttackStyleNoEnemy ( bool bUseAltMode ) )

TurnOff Source code

simulated function TurnOff ( ) )

TurnOn Source code

simulated function TurnOn ( ) )


Defaultproperties

defaultproperties
{
	MinCrossX=24
	MinCrossY=12
	MaxCrossX=128
	MaxCrossY=64
	FireTime=0.100000
	AltFireTime=0.100000
	FireLastDownTime=1.066000
	AltFireLastDownTime=1.066000
	FireLastReloadTime=2.533000
	AltFireLastReloadTime=2.533000
	ReloadTime=2.600000
	FlashSkin=Shader'WeaponFXT.FlameThrower.FT_Skin2FX'
	FireEndSound=Sound'U2WeaponsA.FlameThrower.FT_FireEnd'
	FireLastRoundSound=Sound'U2WeaponsA.FlameThrower.FT_FireLastRound'
	AltFireLastRoundSound=Sound'U2WeaponsA.FlameThrower.FT_AltFireLastRound'
	ReloadUnloadedSound=Sound'U2WeaponsA.FlameThrower.FT_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'
	ProjectileSpeed=500.000000
	AltProjectileSpeed=500.000000
     DecoEffects(0)=(AnimSequence=Fire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'Flamethrower_Effects.ParticleSalamander1',MountNode="#Muzzleflash",bRequiresWorldZBuffer=true,PushBack=64.000000)
     DecoEffects(1)=(AnimSequence=Fire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'Flamethrower_Effects.ParticleSalamander4',MountNode="#Muzzleflash",bRequiresWorldZBuffer=true)
     DecoEffects(2)=(AnimSequence=AltFire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'FlameAltFX.ParticleSalamander0',MountNode="#Muzzleflash",bRequiresWorldZBuffer=true,PushBack=64.000000)
     DecoEffects(3)=(AnimSequence=AltFire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'Flamethrower_Effects.ParticleSalamander4',MountNode="#Muzzleflash",bRequiresWorldZBuffer=true)
	FirstPersonOffset=(X=-42.000000,Y=21.000000,Z=33.000000)
	bAmbientFireSound=true
	bAmbientAltFireSound=true
	bCrosshairGlows=true
	WeaponAnimationType=AT_Flamethrower
	AltShakeMag=0.000000
	AltShakeTime=0.000000
     TargetableTypes(0)='Pawn'
	CrosshairName="FT_Cross"
	RangeMinFire=30.000000
	RangeIdealFire=600.000000
	RangeMaxFire=925.000000
	RatingInsideMinFire=-20.000000
	RatingRangeMinFire=0.300000
	RatingRangeIdealFire=0.700000
	RatingRangeMaxFire=0.400000
	AIRatingFire=0.250000
	AIRatingAltFire=0.200000
	AmmoName=Class'U2Weapons.ammoInvFlamethrower'
	PickupAmmoCount=120
	AutoSwitchPriority=4
	PreferCrouchingMultiplier=2.000000
	PreferProneMultiplier=0.000000
	bOwnsCrosshair=true
	bRapidFire=true
	FireOffset=(X=42.000000,Y=21.000000,Z=-33.000000)
	ShakeMag=0.000000
	ShakeTime=0.000000
	AIRating=0.250000
	RefireRate=0.020000
	AltRefireRate=1.000000
	FireSound=Sound'U2WeaponsA.FlameThrower.FT_FireLoop'
	AltFireSound=Sound'U2WeaponsA.FlameThrower.FT_AltFire'
	CockingSound=Sound'U2WeaponsA.FlameThrower.FT_Reload'
	SelectSound=Sound'U2WeaponsA.FlameThrower.FT_Select'
	NameColor=(B=192,G=128,R=0)
	GroupOffset=2
	PickupClass=Class'U2Weapons.weaponFlamethrower'
	PlayerViewOffset=(X=0.000000,Z=0.000000)
	BobDamping=0.975000
	ThirdPersonMesh=LegendMesh'GlmWeaponsG.FT_TP'
	ItemName="Flame Thrower"
	ItemID="FT"
	IconIndex=4
	Texture=None
	Mesh=LegendMesh'GlmWeaponsG.FT_FP'
	ActorFOV=90.000000
     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 10:48:35.927 - Created with UnCodeX