U2Weapons.WeaponInvGrenadeLauncher
- Extends
- U2Weapon
Core.Object
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+-- Engine.Actor
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+-- Engine.Inventory
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+-- Engine.Weapon
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+-- U2.U2Weapon
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+-- U2Weapons.WeaponInvGrenadeLauncher
Direct Known Subclasses:
WeaponInvGrenadeLauncherSmall, WeaponTutorialInvGrenadeLauncher
Inherited Contants from U2.U2Weapon |
MaxRapidFireRate, MinSlowFireRate, RangeUnlimited, RatingCantFire, RatingDangerous, RatingDefault, RatingDisabled, RatingFireNow, RatingHighest, RatingIneffective, RatingLow, RatingNoAmmo, RatingNone |
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 |
| | AltFire ()))
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| | AuthorityFire ()
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| | BeginState ())) Charging |
| | ChangeAmmoType ()))
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| | EndState ())) Charging |
| | EverywhereFire ()))
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| int | GetAltFireAmmoUsed ()))
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| float | GetCogAngle ()
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| float | GetGemAngleA ()
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| float | GetGemAngleB ()
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| float | GetGemAngleC ()
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| float | GetGemAngleD ()
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| float | GetGemAngleE ()
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| float | GetGemAngleF ()
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| float | GetGrenadeAngle ()))
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| string | GetGrenadeTypeStr ()))
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| int | GetNumAmmoTypes ()))
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| | GiveMoreAmmo (Pawn Other, class MoreAmmo ))
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| bool | HasAmmo ()))
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| bool | HasAnyAmmo ()))
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| | NextGrenade ()))
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| | NotifyAddInventory (Pawn Other ))
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| | NotifyHideAmmo (string GrenadeType ))
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| | NotifyPlaySoundSlot (string Slot ))
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| | NotifyShowAmmo (string GrenadeType ))
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| | PostSetAimingParameters (bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash ))
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| | PreBeginPlay ()))
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| bool | PreSetAimingParameters (bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash ))
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| Projectile | ProjectileFire (class ProjClass )) Charging |
| | Replication ()))
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| bool | SetAmmoType (int SelectionIndex ))
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| bool | SetAmmoTypeStr (string AmmoString ))
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| | SetCrosshair ()))
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| | SetGrenade (int i, ammoInvGrenade G, optional bool bNoReload, optional bool bNoMeshSet ))
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| | SetGrenadeType (int Index ))
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| | Tick (float DeltaSeconds )) Charging |
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 |
var float BeginChargeTime;
var bool bLastGrenadeTimed;
var bool bOverridePressing;
var sound ChangeAmmoSound;
var int iGrenade;
var int NumTicks;
var int SpoolNode;
WeaponInvGrenadeLauncher
TimedGrenadeChargeThreshold Source code
simulated function AltFire ( ) )
function AuthorityFire ( )
simulated event BeginState ( ) )
simulated function ChangeAmmoType ( ) )
simulated event EndState ( ) )
simulated function EverywhereFire ( ) )
simulated function int GetAltFireAmmoUsed ( ) )
simulated function float GetCogAngle ( )
simulated function float GetGemAngleA ( )
simulated function float GetGemAngleB ( )
simulated function float GetGemAngleC ( )
simulated function float GetGemAngleD ( )
simulated function float GetGemAngleE ( )
simulated function float GetGemAngleF ( )
simulated function float GetGrenadeAngle ( ) )
simulated function string GetGrenadeTypeStr ( ) )
function int GetNumAmmoTypes ( ) )
simulated function bool HasAmmo ( ) )
simulated function bool HasAnyAmmo ( ) )
simulated function NextGrenade ( ) )
function NotifyAddInventory (
Pawn Other ) )
simulated function NotifyHideAmmo ( string GrenadeType ) )
simulated function NotifyPlaySoundSlot ( string Slot ) )
simulated function NotifyShowAmmo ( string GrenadeType ) )
PostSetAimingParameters Source code
function PostSetAimingParameters (
bool bAltFire,
bool bInstant,
float FireSpread,
class<
projectile>
ProjClass,
bool bWarnTarget,
bool bTrySplash ) )
simulated event PreBeginPlay ( ) )
PreSetAimingParameters Source code
function bool PreSetAimingParameters (
bool bAltFire,
bool bInstant,
float FireSpread,
class<
projectile>
ProjClass,
bool bWarnTarget,
bool bTrySplash ) )
ProjectileFire Charging Source code
event Replication ( ) )
function bool SetAmmoType ( int SelectionIndex ) )
function bool SetAmmoTypeStr ( string AmmoString ) )
simulated function SetCrosshair ( ) )
simulated
function SetGrenade (
int i,
ammoInvGrenade G, optional
bool bNoReload, optional
bool bNoMeshSet ) )
function SetGrenadeType ( int Index ) )
simulated event Tick ( float DeltaSeconds ) )
defaultproperties
{
ChangeAmmoSound=Sound'U2WeaponsA.GrenadeLauncher.GL_Reload'
TimedGrenadeChargeThreshold=0.250000
FireTime=1.200000
AltFireTime=0.000000
FireLastDownTime=1.615000
AltFireLastDownTime=0.000000
FireLastReloadTime=2.615000
AltFireLastReloadTime=0.000000
ReloadTime=2.200000
DownTime=0.539000
FireLastRoundSound=Sound'U2WeaponsA.GrenadeLauncher.GL_FireLastRound'
AltFireLastRoundSound=Sound'U2WeaponsA.GrenadeLauncher.GL_AltFireLastRound'
ReloadUnloadedSound=Sound'U2WeaponsA.GrenadeLauncher.GL_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'
FirstPersonOffset=(X=-10.000000,Y=5.000000,Z=15.000000)
bRepeatAltFire=false
bCrosshairGlows=true
WeaponAnimationType=AT_Large
AltShakeMag=0.000000
AltShakeTime=0.000000
TargetableTypes(0)='Pawn'
CrosshairName="GL_Cross"
RangeMinFire=384.000000
RangeIdealFire=512.000000
RangeMaxFire=2500.000000
RangeLimitFire=2750.000000
RatingInsideMinFire=-20.000000
RatingRangeMinFire=0.500000
RatingRangeIdealFire=0.800000
RatingRangeMaxFire=0.600000
RatingRangeLimitFire=0.200000
AIRatingFire=0.700000
RatingInsideMinAltFire=-1.000000
AIRatingAltFire=-50.000000
AutoSwitchPriority=13
FireOffset=(X=42.000000,Y=11.000000,Z=-30.000000)
ProjectileClass=Class'U2Weapons.projectileGrenadeFragment'
ShakeMag=4.000000
ShakeTime=0.100000
bWarnTarget=true
bSplashDamage=true
bAltSplashDamage=true
AIRating=0.700000
RefireRate=1.000000
AltRefireRate=1.000000
FireSound=Sound'U2WeaponsA.GrenadeLauncher.GL_Fire'
AltFireSound=Sound'U2WeaponsA.GrenadeLauncher.GL_AltFire'
CockingSound=Sound'U2WeaponsA.GrenadeLauncher.GL_Reload'
SelectSound=Sound'U2WeaponsA.GrenadeLauncher.GL_Select'
InventoryGroup=3
GroupOffset=2
PickupClass=Class'U2Weapons.weaponGrenadeLauncher'
PlayerViewOffset=(X=0.000000,Z=0.000000)
ThirdPersonMesh=LegendMesh'GlmWeaponsG.GL_TP'
ItemName="Grenade Launcher"
ItemID="GL"
IconIndex=11
Mesh=LegendMesh'GlmWeaponsG.GL_FP'
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 10:48:35.938 - Created with
UnCodeX