U2Weapons.WeaponInvSniperRifle
- 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.WeaponInvSniperRifle
Direct Known Subclasses:
WeaponInvSniperRifleSmall
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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| | AltFire ())) Firing |
| | BeginState ())) DownWeapon |
| | BeginState ())) Reloading |
| | BeginState ())) Unloading |
| vector | CalcFireOffset (vector X, vector Y, vector Z ))
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| vector | CalcShellOffset (vector X, vector Y, vector Z ))
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| | ClearWeaponEffects ()))
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| | ClientTraceImpact (CheckResult Hit ))
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| | EndState ())) Reloading |
| | EndState ())) Unloading |
| float | GetCrosshairAngle0 ()
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| float | GetCrosshairAngle120 ()
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| float | GetCrosshairAngle144 ()
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| float | GetCrosshairAngle168 ()
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| float | GetCrosshairAngle192 ()
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| float | GetCrosshairAngle216 ()
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| float | GetCrosshairAngle24 ()
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| float | GetCrosshairAngle240 ()
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| float | GetCrosshairAngle264 ()
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| float | GetCrosshairAngle288 ()
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| float | GetCrosshairAngle312 ()
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| float | GetCrosshairAngle336 ()
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| float | GetCrosshairAngle48 ()
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| float | GetCrosshairAngle72 ()
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| float | GetCrosshairAngle96 ()
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| float | GetCrosshairRadius ()
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| Point | GetCrosshairRingLocation ()
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| int | GetFireAmmoUsed ()))
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| | HandleTargetDetails (Actor A, Canvas Canvas, vector ViewLoc, rotator ViewRot ))
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| | NotifyCutsceneBegin ()))
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| | ProcessTraceHitEx (vector HitDirection, CheckResult Hit, float EffectiveDamage ))
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| bool | PutDown ()))
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| | SetCrosshair ()))
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| | SetPlayerFOV (float NewFOV ))
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| | UnZoom (optional bool bForce ))
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| | UpdateTracer (CheckResult Hit, int Index ))
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| | Zoom ()))
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| | ZoomIn ()))
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| | ZoomOut ()))
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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 Angle;
var bool bWasZoomed;
var bool bZoomed;
var float Radius;
var float StillStart;
var float StillTime;
var float ZoomFOV;
WeaponInvSniperRifle
simulated function AltFire ( ) )
simulated function AltFire ( ) )
simulated event BeginState ( ) )
simulated event BeginState ( ) )
simulated event BeginState ( ) )
simulated function ClearWeaponEffects ( ) )
simulated
function ClientTraceImpact (
CheckResult Hit ) )
simulated event EndState ( ) )
simulated event EndState ( ) )
simulated function float GetCrosshairAngle0 ( )
simulated function float GetCrosshairAngle120 ( )
simulated function float GetCrosshairAngle144 ( )
simulated function float GetCrosshairAngle168 ( )
simulated function float GetCrosshairAngle192 ( )
simulated function float GetCrosshairAngle216 ( )
simulated function float GetCrosshairAngle24 ( )
simulated function float GetCrosshairAngle240 ( )
simulated function float GetCrosshairAngle264 ( )
simulated function float GetCrosshairAngle288 ( )
simulated function float GetCrosshairAngle312 ( )
simulated function float GetCrosshairAngle336 ( )
simulated function float GetCrosshairAngle48 ( )
simulated function float GetCrosshairAngle72 ( )
simulated function float GetCrosshairAngle96 ( )
simulated function float GetCrosshairRadius ( )
GetCrosshairRingLocation Source code
simulated
function Point GetCrosshairRingLocation ( )
simulated function int GetFireAmmoUsed ( ) )
simulated function NotifyCutsceneBegin ( ) )
function ProcessTraceHitEx (
vector HitDirection,
CheckResult Hit,
float EffectiveDamage ) )
simulated function bool PutDown ( ) )
simulated function SetCrosshair ( ) )
simulated function SetPlayerFOV ( float NewFOV ) )
simulated function UnZoom ( optional bool bForce ) )
simulated
function UpdateTracer (
CheckResult Hit,
int Index ) )
simulated function Zoom ( ) )
exec simulated function ZoomIn ( ) )
exec simulated function ZoomOut ( ) )
defaultproperties
{
ZoomFOV=30.000000
RingDelayFactor=0.050000
ZoomInSound=Sound'U2WeaponsA.SniperRifle.SR_ScopeOn'
ZoomOutSound=Sound'U2WeaponsA.SniperRifle.SR_ScopeOff'
AdjustZoomSound=Sound'U2WeaponsA.SniperRifle.SR_Zoom'
FireTime=1.400000
AltFireTime=0.000000
FireLastDownTime=2.437000
AltFireLastDownTime=0.000000
FireLastReloadTime=2.529000
AltFireLastReloadTime=0.000000
ReloadTime=1.875000
FlashSkin=Shader'WeaponFXT.Sniper.SR_Skin2FX'
FireLastRoundSound=Sound'U2WeaponsA.SniperRifle.SR_FireLastRound'
ReloadUnloadedSound=Sound'U2WeaponsA.SniperRifle.SR_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'SniperFX.ParticleSalamander0',MountNode="#Muzzleflash")
DecoEffects(1)=(AnimSequence=Fire,DecoClass=Class'ParticleSystems.PulseLineGenerator',Particles=PulseLineGenerator'SniperTracer.PulseLineGenerator1',MountNode="#Muzzleflash",bTriggerUpdateOnly=true,bRequiresWorldZBuffer=true)
DecoEffects(2)=(AnimSequence=Fire,DecoClass=Class'U2Weapons.SR_LightEffect',MountNode="#Muzzleflash",MountOffset=(X=15.000000,Z=15.000000))
FirstPersonOffset=(X=-70.000000,Y=-8.000000,Z=14.000000)
bRepeatAltFire=false
bCrosshairGlows=true
WeaponAnimationType=AT_Shoulder
ImpactHandlerClass=Class'U2Weapons.impactSniperRifle'
Damage=80.000000
MomentumTransfer=25000.000000
TraceRange=28800.000000
AltShakeMag=0.000000
AltShakeTime=0.000000
TargetableTypes(0)='Pawn'
CrosshairName="SR_Cross"
RangeMinFire=0.000000
RangeIdealFire=256.000000
RangeMaxFire=2048.000000
RangeLimitFire=32767.000000
RatingRangeMinFire=0.500000
RatingRangeIdealFire=0.500000
RatingRangeMaxFire=0.150000
AIRatingFire=0.500000
AIRatingAltFire=-50.000000
AmmoName=Class'U2Weapons.ammoInvSniperRifle'
PickupAmmoCount=10
AutoSwitchPriority=9
bInstantHit=true
bSnipe=true
PreferProneMultiplier=3.000000
FiringSpeed=1.800000
FireOffset=(X=62.000000,Y=14.000000,Z=-8.000000)
MyDamageType=Class'U2.DamageTypeSniperRifle'
ShakeMag=3.000000
ShakeTime=0.150000
AIRating=0.500000
RefireRate=1.000000
AltRefireRate=99.900002
FireSound=Sound'U2WeaponsA.SniperRifle.SR_Fire'
CockingSound=Sound'U2WeaponsA.SniperRifle.SR_Reload'
SelectSound=Sound'U2WeaponsA.SniperRifle.SR_Select'
InventoryGroup=4
GroupOffset=1
PickupClass=Class'U2Weapons.weaponSniperRifle'
PlayerViewOffset=(X=0.000000,Z=0.000000)
BobDamping=0.975000
ThirdPersonMesh=LegendMesh'GlmWeaponsG.SR_TP'
ItemName="Sniper Rifle"
ItemID="SR"
IconIndex=14
Mesh=LegendMesh'GlmWeaponsG.SR_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 10:48:36.039 - Created with
UnCodeX