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U2Weapons.WeaponInvShotgun

Extends
U2Weapon

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

Direct Known Subclasses:

WeaponInvShotgunSmall

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
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


Defaultproperties

defaultproperties
{
	FireTime=0.800000
	AltFireTime=1.182000
	FireLastDownTime=1.692000
	AltFireLastDownTime=1.818000
	FireLastReloadTime=3.230000
	AltFireLastReloadTime=3.363000
	ReloadTime=2.930000
	FlashSkin=Shader'WeaponFXT.Shotgun.S_FP_Skin2FX'
	FlashSkinTP=Shader'WeaponFXT.Shotgun.S_TP_Skin2FX'
	FireLastRoundSound=Sound'U2WeaponsA.Shotgun.S_FireLastRound'
	AltFireLastRoundSound=Sound'U2WeaponsA.Shotgun.S_AltFireLastRound'
	ReloadUnloadedSound=Sound'U2WeaponsA.Shotgun.S_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'
     DecoEffects(0)=(AnimSequence=Fire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'ShotgunFX.ParticleSalamander0',MountNode="#Muzzleflash",bRequiresWorldZBuffer=true)
     DecoEffects(1)=(AnimSequence=Fire,DecoClass=Class'U2Weapons.S_LightEffect',MountNode="#Muzzleflash",MountOffset=(X=15.000000,Z=15.000000))
     DecoEffects(2)=(AnimSequence=AltFire,DecoClass=Class'ParticleSystems.ParticleSalamander',Particles=ParticleSalamander'ShotgunFX.ParticleSalamander0',MountNode="#Muzzleflash",bRequiresWorldZBuffer=true)
     DecoEffects(3)=(AnimSequence=AltFire,DecoClass=Class'U2Weapons.S_LightEffect',MountNode="#Muzzleflash",MountOffset=(X=15.000000,Z=15.000000))
	FirstPersonOffset=(X=-42.000000,Y=-9.000000,Z=34.000000)
	bCrosshairGlows=true
	WeaponAnimationType=AT_Large
	AltShakeMag=10.000000
	AltShakeTime=0.300000
     TargetableTypes(0)='Pawn'
	CrosshairName="S_Cross"
	RangeMinFire=0.000000
	RangeIdealFire=256.000000
	RangeMaxFire=2048.000000
	RangeLimitFire=32767.000000
	RatingRangeMinFire=0.900000
	RatingRangeIdealFire=0.900000
	RatingRangeMaxFire=0.100000
	RatingRangeLimitFire=0.010000
	AIRatingFire=0.550000
	RangeMinAltFire=128.000000
	RangeIdealAltFire=256.000000
	RangeMaxAltFire=900.000000
	RangeLimitAltFire=1000.000000
	RatingRangeMinAltFire=0.900000
	RatingRangeIdealAltFire=0.900000
	RatingRangeMaxAltFire=0.100000
	RatingRangeLimitAltFire=0.010000
	AIRatingAltFire=0.550000
	AmmoName=Class'U2Weapons.ammoInvShotgun'
	PickupAmmoCount=16
	AutoSwitchPriority=10
	PreferCrouchingMultiplier=2.000000
	PreferProneMultiplier=0.000000
	FireOffset=(X=42.000000,Y=9.000000,Z=-34.000000)
	ProjectileClass=Class'U2Weapons.projectileShotgun'
	AltProjectileClass=Class'U2Weapons.projectileShotgunAlt'
	ShakeMag=12.000000
	ShakeTime=0.250000
	AIRating=0.550000
	RefireRate=1.000000
	AltRefireRate=1.500000
	FireSound=Sound'U2WeaponsA.Shotgun.S_Fire'
	AltFireSound=Sound'U2WeaponsA.Shotgun.S_AltFire'
	CockingSound=Sound'U2WeaponsA.Shotgun.S_Reload'
	SelectSound=Sound'U2WeaponsA.Shotgun.S_Select'
	GroupOffset=1
	PickupClass=Class'U2Weapons.weaponShotgun'
	PlayerViewOffset=(X=0.000000,Z=0.000000)
	ThirdPersonMesh=LegendMesh'GlmWeaponsG.S_TP'
	ItemName="Shotgun"
	ItemID="S"
	IconIndex=12
	Mesh=LegendMesh'GlmWeaponsG.S_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 10:48:36.017 - Created with UnCodeX