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U2Weapons.WeaponInvLaserRifle

Extends
U2Weapon

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

Direct Known Subclasses:

WeaponInvLaserRifleGimp

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 ()))
AltFiring
function ClientTraceImpact (CheckResult Hit ))
event EndState ()))
AltFiring
function EverywhereFire ()))
functionint GetFireAmmoUsed ()))
functionfloat GetProjSpeed (bool bAlt ))
function ProcessTraceHitEx (vector HitDirection, CheckResult Hit, float EffectiveDamage ))
function TraceFireFailed (vector EndPoint ))
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
BeginState, EndState


Functions Detail

BeginState AltFiring Source code

simulated event BeginState ( ) )

ClientTraceImpact Source code

simulated function ClientTraceImpact ( CheckResult Hit ) )

EndState AltFiring Source code

simulated event EndState ( ) )

EverywhereFire Source code

simulated function EverywhereFire ( ) )

GetFireAmmoUsed Source code

simulated function int GetFireAmmoUsed ( ) )

GetProjSpeed Source code

function float GetProjSpeed ( bool bAlt ) )

ProcessTraceHitEx Source code

function ProcessTraceHitEx ( vector HitDirection, CheckResult Hit, float EffectiveDamage ) )

TraceFireFailed Source code

function TraceFireFailed ( vector EndPoint ) )


Defaultproperties

defaultproperties
{
	FireTime=1.500000
	AltFireTime=0.100000
	FireLastDownTime=2.125000
	AltFireLastDownTime=1.750000
	FireLastReloadTime=3.615000
	AltFireLastReloadTime=3.900000
	ReloadTime=3.750000
	FlashSkin=Shader'WeaponFXT.Laser.LR_Skin2FX'
	FireLastRoundSound=Sound'U2WeaponsA.LaserRifle.LR_FireLastRound'
	AltFireLastRoundSound=Sound'U2WeaponsA.LaserRifle.LR_AltFireLastRound'
	ReloadUnloadedSound=Sound'U2WeaponsA.LaserRifle.LR_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=1200.000000
     DecoEffects(0)=(AnimSequence=AltFire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'laser_alt.ParticleSalamander0',MountNode="#Muzzleflash",bRequiresWorldZBuffer=true,AIAim=8192)
     DecoEffects(1)=(AnimSequence=AltFire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'laser_alt.ParticleSalamander0',MountNode="#Muzzleflash",bRequiresWorldZBuffer=true,AIAim=8192)
	FirstPersonOffset=(X=40.000000,Y=34.000000,Z=-14.000000)
	bAmbientAltFireSound=true
	bCrosshairGlows=true
	WeaponAnimationType=AT_Large
	Damage=150.000000
	MomentumTransfer=60000.000000
	TraceRange=28800.000000
	AltShakeMag=3.000000
	AltShakeTime=2.000000
     TargetableTypes(0)='Pawn'
	CrosshairName="LR_Cross"
	RangeMinFire=0.000000
	RangeIdealFire=256.000000
	RangeMaxFire=2048.000000
	RangeLimitFire=32767.000000
	RatingRangeMinFire=0.900000
	RatingRangeIdealFire=0.900000
	RatingRangeMaxFire=0.300000
	RatingRangeLimitFire=0.001000
	AIRatingFire=0.900000
	RangeMinAltFire=0.000000
	RangeIdealAltFire=256.000000
	RangeMaxAltFire=1055.000000
	RangeLimitAltFire=1500.000000
	RatingRangeMinAltFire=0.950000
	RatingRangeIdealAltFire=0.950000
	RatingRangeMaxAltFire=0.950000
	AIRatingAltFire=0.950000
	AmmoName=Class'U2Weapons.ammoInvLaserRifle'
	PickupAmmoCount=75
	AutoSwitchPriority=17
	bInstantHit=true
	PreferCrouchingMultiplier=1.500000
	PreferProneMultiplier=1.500000
	FireOffset=(X=42.000000,Y=6.000000,Z=-36.000000)
	ProjectileClass=Class'U2Weapons.projectileLaserBeam'
	MyDamageType=Class'U2.DamageTypeLaserRifle'
	ShakeMag=0.000000
	ShakeTime=0.000000
	AIRating=0.900000
	RefireRate=1.000000
	AltRefireRate=0.020000
	FireSound=Sound'U2WeaponsA.LaserRifle.LR_Fire'
	AltFireSound=Sound'U2WeaponsA.LaserRifle.LR_LaserBeam'
	CockingSound=Sound'U2WeaponsA.LaserRifle.LR_Reload'
	SelectSound=Sound'U2WeaponsA.LaserRifle.LR_Select'
	InventoryGroup=2
	GroupOffset=1
	PickupClass=Class'U2Weapons.weaponLaserRifle'
	PlayerViewOffset=(X=0.000000,Z=0.000000)
	ThirdPersonMesh=LegendMesh'GlmWeaponsG.LR_TP'
	ItemName="Laser Rifle"
	ItemID="LR"
	IconIndex=8
	Mesh=LegendMesh'GlmWeaponsG.LR_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 10:48:35.950 - Created with UnCodeX