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U2Weapons.WeaponInvLeechGun

Extends
U2Weapon

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

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

Variables Summary
floatBeginChargeTime
intbShouldFertilize
intNumTicks
WeaponInvLeechGun
floatFertilizedChargeThreshold
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 AuthorityAltFire ()
event BeginState ()))
Charging
event EndState ()))
Charging
function EverywhereAltFire ()))
functionint GetAltFireAmmoUsed ()))
functionfloat GetProjSpeed (bool bAlt ))
function NotifyAmbientSoundStart ()))
function NotifyAmbientSoundStop ()))
function NotifyHideSplat ()))
function NotifyPlaySoundSlot (string Slot ))
function NotifyShowSplat ()))
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 ))
functionint ShouldFertilize ()
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
Charging Source code
simulated state Charging
BeginState, EndState, Tick


Variables Detail

BeginChargeTime Source code

var float BeginChargeTime;

bShouldFertilize Source code

var int bShouldFertilize;

NumTicks Source code

var int NumTicks;

WeaponInvLeechGun

FertilizedChargeThreshold Source code

var(WeaponInvLeechGun) float FertilizedChargeThreshold;


Functions Detail

AuthorityAltFire Source code

function AuthorityAltFire ( )

BeginState Charging Source code

simulated event BeginState ( ) )

EndState Charging 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 ) )

NotifyAmbientSoundStart Source code

simulated function NotifyAmbientSoundStart ( ) )

NotifyAmbientSoundStop Source code

simulated function NotifyAmbientSoundStop ( ) )

NotifyHideSplat Source code

simulated function NotifyHideSplat ( ) )

NotifyPlaySoundSlot Source code

simulated function NotifyPlaySoundSlot ( string Slot ) )

NotifyShowSplat Source code

simulated function NotifyShowSplat ( ) )

PostSetAimingParameters Source code

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

PreBeginPlay Source code

event PreBeginPlay ( ) )

PreSetAimingParameters Source code

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

ShouldFertilize Source code

function int ShouldFertilize ( )

Tick Charging Source code

simulated event Tick ( float DeltaSeconds ) )


Defaultproperties

defaultproperties
{
	FertilizedChargeThreshold=0.250000
	FireTime=0.428000
	AltFireTime=0.722000
	FireLastDownTime=2.500000
	AltFireLastDownTime=2.687000
	FireLastReloadTime=4.916000
	AltFireLastReloadTime=5.062000
	ReloadTime=2.875000
	FireLastRoundSound=Sound'U2WeaponsA.LeechGun.LG_FireLastRound'
	ReloadUnloadedSound=Sound'U2WeaponsA.LeechGun.LG_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=1800.000000
	AltProjectileSpeed=1200.000000
     DecoEffects(0)=(AnimSequence=Fire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'LG_FX.ParticleSalamander3',MountNode="#Muzzleflash",MountRot=(Pitch=32768),bWorldFOV=true,bRequiresWorldZBuffer=true,AutoAim=true,AIAim=1800)
     DecoEffects(1)=(AnimSequence=AltFire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'LG_FX.ParticleSalamander2',MountNode="#Muzzleflash",MountRot=(Pitch=32768),bWorldFOV=true,bRequiresWorldZBuffer=true,AutoAim=true,AIAim=1200)
	FirstPersonOffset=(X=4.000000,Y=10.000000)
	bRepeatAltFire=false
	bCrosshairGlows=true
	WeaponAnimationType=AT_Large
	AltShakeMag=2.000000
	AltShakeTime=0.170000
     TargetableTypes(0)='Pawn'
	CrosshairName="LG_Cross"
	RangeMinFire=0.000000
	RangeIdealFire=600.000000
	RangeMaxFire=1024.000000
	RangeLimitFire=2048.000000
	RatingRangeMinFire=0.200000
	RatingRangeIdealFire=0.400000
	RatingRangeMaxFire=0.100000
	RatingRangeLimitFire=0.050000
	AIRatingFire=0.300000
	RangeMinAltFire=0.000000
	RangeIdealAltFire=600.000000
	RangeMaxAltFire=1024.000000
	RangeLimitAltFire=2450.000000
	RatingRangeMinAltFire=0.200000
	RatingRangeIdealAltFire=0.400000
	RatingRangeMaxAltFire=0.100000
	RatingRangeLimitAltFire=0.050000
	AIRatingAltFire=0.350000
	AmmoName=Class'U2Weapons.ammoInvLeechGun'
	PickupAmmoCount=45
	AutoSwitchPriority=6
	PreferCrouchingMultiplier=1.500000
	PreferProneMultiplier=0.000000
	FireOffset=(X=28.000000,Y=18.000000,Z=-20.000000)
	ShakeMag=2.000000
	ShakeTime=0.170000
	bWarnTarget=true
	bAltWarnTarget=true
	AIRating=0.350000
	FireSound=Sound'U2WeaponsA.LeechGun.LG_Fire'
	CockingSound=Sound'U2WeaponsA.LeechGun.LG_Reload'
	SelectSound=Sound'U2WeaponsA.LeechGun.LG_Select'
	InventoryGroup=3
	GroupOffset=3
	PickupClass=Class'U2Weapons.weaponLeechGun'
	PlayerViewOffset=(X=40.599998,Y=14.600000,Z=-16.600000)
	ThirdPersonMesh=LegendMesh'GlmWeaponsG.LG_TP'
	ItemName="Leech Gun"
	ItemID="LG"
	IconIndex=13
	Mesh=LegendMesh'GlmWeaponsG.LG_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 10:48:35.963 - Created with UnCodeX