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U2Weapons.WeaponInvGrenadeLauncher

Extends
U2Weapon

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

Direct Known Subclasses:

WeaponInvGrenadeLauncherSmall, WeaponTutorialInvGrenadeLauncher

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

Variables Summary
floatBeginChargeTime
boolbLastGrenadeTimed
boolbOverridePressing
soundChangeAmmoSound
ammoInvGrenadeGrenadeTypes[6]
intiGrenade
intNumTicks
intSpoolNode
WeaponInvGrenadeLauncher
floatTimedGrenadeChargeThreshold
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 AltFire ()))
function AuthorityFire ()
event BeginState ()))
Charging
function ChangeAmmoType ()))
event EndState ()))
Charging
function EverywhereFire ()))
functionint GetAltFireAmmoUsed ()))
functionfloat GetCogAngle ()
functionfloat GetGemAngleA ()
functionfloat GetGemAngleB ()
functionfloat GetGemAngleC ()
functionfloat GetGemAngleD ()
functionfloat GetGemAngleE ()
functionfloat GetGemAngleF ()
functionfloat GetGrenadeAngle ()))
functionstring GetGrenadeTypeStr ()))
functionint GetNumAmmoTypes ()))
function GiveMoreAmmo (Pawn Other, class MoreAmmo ))
functionbool HasAmmo ()))
functionbool HasAnyAmmo ()))
function NextGrenade ()))
function NotifyAddInventory (Pawn Other ))
function NotifyHideAmmo (string GrenadeType ))
function NotifyPlaySoundSlot (string Slot ))
function NotifyShowAmmo (string GrenadeType ))
function PostSetAimingParameters (bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash ))
event PreBeginPlay ()))
functionbool PreSetAimingParameters (bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash ))
functionProjectile ProjectileFire (class ProjClass ))
Charging
event Replication ()))
functionbool SetAmmoType (int SelectionIndex ))
functionbool SetAmmoTypeStr (string AmmoString ))
function SetCrosshair ()))
function SetGrenade (int i, ammoInvGrenade G, optional bool bNoReload, optional bool bNoMeshSet ))
function SetGrenadeType (int Index ))
event 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

States Summary
AltFiring Source code
simulated state AltFiring
Charging Source code
simulated state Charging
BeginState, EndState, ProjectileFire, Tick


Variables Detail

BeginChargeTime Source code

var float BeginChargeTime;

bLastGrenadeTimed Source code

var bool bLastGrenadeTimed;

bOverridePressing Source code

var bool bOverridePressing;

ChangeAmmoSound Source code

var sound ChangeAmmoSound;

GrenadeTypes[6] Source code

var ammoInvGrenade GrenadeTypes[6];

iGrenade Source code

var int iGrenade;

NumTicks Source code

var int NumTicks;

SpoolNode Source code

var int SpoolNode;

WeaponInvGrenadeLauncher

TimedGrenadeChargeThreshold Source code

var(WeaponInvGrenadeLauncher) float TimedGrenadeChargeThreshold;


Functions Detail

AltFire Source code

simulated function AltFire ( ) )

AuthorityFire Source code

function AuthorityFire ( )

BeginState Charging Source code

simulated event BeginState ( ) )

ChangeAmmoType Source code

simulated function ChangeAmmoType ( ) )

EndState Charging Source code

simulated event EndState ( ) )

EverywhereFire Source code

simulated function EverywhereFire ( ) )

GetAltFireAmmoUsed Source code

simulated function int GetAltFireAmmoUsed ( ) )

GetCogAngle Source code

simulated function float GetCogAngle ( )

GetGemAngleA Source code

simulated function float GetGemAngleA ( )

GetGemAngleB Source code

simulated function float GetGemAngleB ( )

GetGemAngleC Source code

simulated function float GetGemAngleC ( )

GetGemAngleD Source code

simulated function float GetGemAngleD ( )

GetGemAngleE Source code

simulated function float GetGemAngleE ( )

GetGemAngleF Source code

simulated function float GetGemAngleF ( )

GetGrenadeAngle Source code

simulated function float GetGrenadeAngle ( ) )

GetGrenadeTypeStr Source code

simulated function string GetGrenadeTypeStr ( ) )

GetNumAmmoTypes Source code

function int GetNumAmmoTypes ( ) )

GiveMoreAmmo Source code

function GiveMoreAmmo ( Pawn Other, class<Ammunition> MoreAmmo ) )

HasAmmo Source code

simulated function bool HasAmmo ( ) )

HasAnyAmmo Source code

simulated function bool HasAnyAmmo ( ) )

NextGrenade Source code

simulated function NextGrenade ( ) )

NotifyAddInventory Source code

function NotifyAddInventory ( Pawn Other ) )

NotifyHideAmmo Source code

simulated function NotifyHideAmmo ( string GrenadeType ) )

NotifyPlaySoundSlot Source code

simulated function NotifyPlaySoundSlot ( string Slot ) )

NotifyShowAmmo Source code

simulated function NotifyShowAmmo ( string GrenadeType ) )

PostSetAimingParameters Source code

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

PreBeginPlay Source code

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

function Projectile ProjectileFire ( class<projectile> ProjClass ) )

Replication Source code

event Replication ( ) )

SetAmmoType Source code

function bool SetAmmoType ( int SelectionIndex ) )

SetAmmoTypeStr Source code

function bool SetAmmoTypeStr ( string AmmoString ) )

SetCrosshair Source code

simulated function SetCrosshair ( ) )

SetGrenade Source code

simulated function SetGrenade ( int i, ammoInvGrenade G, optional bool bNoReload, optional bool bNoMeshSet ) )

SetGrenadeType Source code

function SetGrenadeType ( int Index ) )

Tick Charging Source code

simulated event Tick ( float DeltaSeconds ) )


Defaultproperties

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