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U2Weapons.WeaponInvSniperRifle

Extends
U2Weapon

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

Direct Known Subclasses:

WeaponInvSniperRifleSmall

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

Variables Summary
floatAngle
boolbWasZoomed
boolbZoomed
vectorPawnLocation
floatRadius
vectorRingLoc
PointRingLocation
floatStillStart
floatStillTime
floatZoomFOV
WeaponInvSniperRifle
SoundAdjustZoomSound
floatRingDelayFactor
SoundZoomInSound
SoundZoomOutSound
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 AltFire ()))
Firing
event BeginState ()))
DownWeapon
event BeginState ()))
Reloading
event BeginState ()))
Unloading
functionvector CalcFireOffset (vector X, vector Y, vector Z ))
functionvector CalcShellOffset (vector X, vector Y, vector Z ))
function ClearWeaponEffects ()))
function ClientTraceImpact (CheckResult Hit ))
event EndState ()))
Reloading
event EndState ()))
Unloading
functionfloat GetCrosshairAngle0 ()
functionfloat GetCrosshairAngle120 ()
functionfloat GetCrosshairAngle144 ()
functionfloat GetCrosshairAngle168 ()
functionfloat GetCrosshairAngle192 ()
functionfloat GetCrosshairAngle216 ()
functionfloat GetCrosshairAngle24 ()
functionfloat GetCrosshairAngle240 ()
functionfloat GetCrosshairAngle264 ()
functionfloat GetCrosshairAngle288 ()
functionfloat GetCrosshairAngle312 ()
functionfloat GetCrosshairAngle336 ()
functionfloat GetCrosshairAngle48 ()
functionfloat GetCrosshairAngle72 ()
functionfloat GetCrosshairAngle96 ()
functionfloat GetCrosshairRadius ()
functionPoint GetCrosshairRingLocation ()
functionint GetFireAmmoUsed ()))
function HandleTargetDetails (Actor A, Canvas Canvas, vector ViewLoc, rotator ViewRot ))
function NotifyCutsceneBegin ()))
function ProcessTraceHitEx (vector HitDirection, CheckResult Hit, float EffectiveDamage ))
functionbool PutDown ()))
function SetCrosshair ()))
function SetPlayerFOV (float NewFOV ))
function UnZoom (optional bool bForce ))
function UpdateTracer (CheckResult Hit, int Index ))
function Zoom ()))
function ZoomIn ()))
function ZoomOut ()))
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
DownWeapon Source code
simulated state DownWeapon
BeginState
Firing Source code
simulated state Firing
AltFire
Reloading Source code
simulated state Reloading
BeginState, EndState
Unloading Source code
simulated state Unloading
BeginState, EndState


Variables Detail

Angle Source code

var float Angle;

bWasZoomed Source code

var bool bWasZoomed;

bZoomed Source code

var bool bZoomed;

PawnLocation Source code

var vector PawnLocation;

Radius Source code

var float Radius;

RingLoc Source code

var vector RingLoc;

RingLocation Source code

var Point RingLocation;

StillStart Source code

var float StillStart;

StillTime Source code

var float StillTime;

ZoomFOV Source code

var float ZoomFOV;

WeaponInvSniperRifle

AdjustZoomSound Source code

var(WeaponInvSniperRifle) Sound AdjustZoomSound;

RingDelayFactor Source code

var(WeaponInvSniperRifle) float RingDelayFactor;

ZoomInSound Source code

var(WeaponInvSniperRifle) Sound ZoomInSound;

ZoomOutSound Source code

var(WeaponInvSniperRifle) Sound ZoomOutSound;


Functions Detail

AltFire Source code

simulated function AltFire ( ) )

AltFire Firing Source code

simulated function AltFire ( ) )

BeginState DownWeapon Source code

simulated event BeginState ( ) )

BeginState Reloading Source code

simulated event BeginState ( ) )

BeginState Unloading Source code

simulated event BeginState ( ) )

CalcFireOffset Source code

simulated function vector CalcFireOffset ( vector X, vector Y, vector Z ) )

CalcShellOffset Source code

simulated function vector CalcShellOffset ( vector X, vector Y, vector Z ) )

ClearWeaponEffects Source code

simulated function ClearWeaponEffects ( ) )

ClientTraceImpact Source code

simulated function ClientTraceImpact ( CheckResult Hit ) )

EndState Reloading Source code

simulated event EndState ( ) )

EndState Unloading Source code

simulated event EndState ( ) )

GetCrosshairAngle0 Source code

simulated function float GetCrosshairAngle0 ( )

GetCrosshairAngle120 Source code

simulated function float GetCrosshairAngle120 ( )

GetCrosshairAngle144 Source code

simulated function float GetCrosshairAngle144 ( )

GetCrosshairAngle168 Source code

simulated function float GetCrosshairAngle168 ( )

GetCrosshairAngle192 Source code

simulated function float GetCrosshairAngle192 ( )

GetCrosshairAngle216 Source code

simulated function float GetCrosshairAngle216 ( )

GetCrosshairAngle24 Source code

simulated function float GetCrosshairAngle24 ( )

GetCrosshairAngle240 Source code

simulated function float GetCrosshairAngle240 ( )

GetCrosshairAngle264 Source code

simulated function float GetCrosshairAngle264 ( )

GetCrosshairAngle288 Source code

simulated function float GetCrosshairAngle288 ( )

GetCrosshairAngle312 Source code

simulated function float GetCrosshairAngle312 ( )

GetCrosshairAngle336 Source code

simulated function float GetCrosshairAngle336 ( )

GetCrosshairAngle48 Source code

simulated function float GetCrosshairAngle48 ( )

GetCrosshairAngle72 Source code

simulated function float GetCrosshairAngle72 ( )

GetCrosshairAngle96 Source code

simulated function float GetCrosshairAngle96 ( )

GetCrosshairRadius Source code

simulated function float GetCrosshairRadius ( )

GetCrosshairRingLocation Source code

simulated function Point GetCrosshairRingLocation ( )

GetFireAmmoUsed Source code

simulated function int GetFireAmmoUsed ( ) )

HandleTargetDetails Source code

simulated function HandleTargetDetails ( Actor A, Canvas Canvas, vector ViewLoc, rotator ViewRot ) )

NotifyCutsceneBegin Source code

simulated function NotifyCutsceneBegin ( ) )

ProcessTraceHitEx Source code

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

PutDown Source code

simulated function bool PutDown ( ) )

SetCrosshair Source code

simulated function SetCrosshair ( ) )

SetPlayerFOV Source code

simulated function SetPlayerFOV ( float NewFOV ) )

UnZoom Source code

simulated function UnZoom ( optional bool bForce ) )

UpdateTracer Source code

simulated function UpdateTracer ( CheckResult Hit, int Index ) )

Zoom Source code

simulated function Zoom ( ) )

ZoomIn Source code

exec simulated function ZoomIn ( ) )

ZoomOut Source code

exec simulated function ZoomOut ( ) )


Defaultproperties

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