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U2Weapons.WeaponInvTakkra

Extends
U2Weapon

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

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

Variables Summary
floatDefensiveUseHealth
floatDefensiveUsePowerPct
PawnFireTarget
floatNextRatingCheckTime
PointPosA
PointPosB
PointPosC
PointPosD
PawnTarget
floatTargetTimestamp
floatTimeBetweenRatingChecks
floatTweenRate
WeaponInvTakkra
floatDefaultHeight
floatDefaultWidth
floatMaxHeight
floatMaxWidth
floatMinHeight
floatMinWidth
SoundNoTargetSound
SoundPickupSound
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 ()
function AuthorityFire ()
function EverywhereAltFire ()))
function EverywhereFire ()))
function FindTarget ()))
function Fire ()))
functionPoint GetCrossPosA ()
functionPoint GetCrossPosB ()
functionPoint GetCrossPosC ()
functionPoint GetCrossPosD ()
function HandleTargetDetails (Actor A, Canvas Canvas, vector ViewLoc, rotator ViewRot ))
function PostSetAimingParameters (bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash ))
functionbool PreSetAimingParameters (bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash ))
functionProjectile ProjectileFire (class ProjClass ))
function SetTarget (Pawn NewTarget ))
functionbool ShouldUseDefensively ()))
function TweenDesired (out float A, float Desired ))
functionbool ValidTarget (Pawn P, out float InView ))
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
DelayAltFire Source code
simulated state DelayAltFire
DelayFire Source code
simulated state DelayFire


Variables Detail

DefensiveUseHealth Source code

var float DefensiveUseHealth;

DefensiveUsePowerPct Source code

var float DefensiveUsePowerPct;

FireTarget Source code

var Pawn FireTarget;

NextRatingCheckTime Source code

var float NextRatingCheckTime;

PosA Source code

var Point PosA;

PosB Source code

var Point PosB;

PosC Source code

var Point PosC;

PosD Source code

var Point PosD;

Target Source code

var Pawn Target;

TargetTimestamp Source code

var float TargetTimestamp;

TimeBetweenRatingChecks Source code

var float TimeBetweenRatingChecks;

TweenRate Source code

var float TweenRate;

WeaponInvTakkra

DefaultHeight Source code

var(WeaponInvTakkra) float DefaultHeight;

DefaultWidth Source code

var(WeaponInvTakkra) float DefaultWidth;

MaxHeight Source code

var(WeaponInvTakkra) float MaxHeight;

MaxWidth Source code

var(WeaponInvTakkra) float MaxWidth;

MinHeight Source code

var(WeaponInvTakkra) float MinHeight;

MinWidth Source code

var(WeaponInvTakkra) float MinWidth;

NoTargetSound Source code

var(WeaponInvTakkra) Sound NoTargetSound;

PickupSound Source code

var(WeaponInvTakkra) Sound PickupSound;


Functions Detail

AuthorityAltFire Source code

function AuthorityAltFire ( )

AuthorityFire Source code

function AuthorityFire ( )

EverywhereAltFire Source code

simulated function EverywhereAltFire ( ) )

EverywhereFire Source code

simulated function EverywhereFire ( ) )

FindTarget Source code

function FindTarget ( ) )

Fire Source code

simulated function Fire ( ) )

GetCrossPosA Source code

function Point GetCrossPosA ( )

GetCrossPosB Source code

function Point GetCrossPosB ( )

GetCrossPosC Source code

function Point GetCrossPosC ( )

GetCrossPosD Source code

function Point GetCrossPosD ( )

HandleTargetDetails Source code

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

PostSetAimingParameters Source code

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

PreSetAimingParameters Source code

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

ProjectileFire Source code

function Projectile ProjectileFire ( class<projectile> ProjClass ) )

SetTarget Source code

function SetTarget ( Pawn NewTarget ) )

ShouldUseDefensively Source code

function bool ShouldUseDefensively ( ) )

TweenDesired Source code

simulated function TweenDesired ( out float A, float Desired ) )

ValidTarget Source code

function bool ValidTarget ( Pawn P, out float InView ) )


Defaultproperties

defaultproperties
{
	NoTargetSound=Sound'U2WeaponsA.Takkra.T_NoTarget'
	PickupSound=Sound'U2WeaponsA.Takkra.T_Pickup'
	DefensiveUseHealth=30.000000
	DefensiveUsePowerPct=0.250000
	TimeBetweenRatingChecks=15.000000
	DefaultWidth=32.000000
	DefaultHeight=24.000000
	MaxWidth=64.000000
	MaxHeight=48.000000
	MinWidth=16.000000
	MinHeight=12.000000
	FireTime=1.375000
	AltFireTime=1.375000
	FireLastDownTime=1.625000
	AltFireLastDownTime=1.625000
	FireLastReloadTime=1.625000
	AltFireLastReloadTime=1.625000
	ReloadTime=1.181000
     GunButtSounds(0)=Sound'U2WeaponsA.GunButt.GunButt01'
     GunButtSounds(1)=Sound'U2WeaponsA.GunButt.GunButt02'
     GunButtSounds(2)=Sound'U2WeaponsA.GunButt.GunButt03'
     GunButtSounds(3)=Sound'U2WeaponsA.GunButt.GunButt04'
	FirstPersonOffset=(X=-14.000000,Y=26.000000,Z=-8.000000)
	bCrosshairGlows=true
	WeaponAnimationType=AT_Small
	AltShakeMag=0.000000
	AltShakeTime=0.000000
     TargetableTypes(0)='Pawn'
	CrosshairName="Takkra_Cross"
	bAimAltFire=false
	AIRatingFire=0.050000
	AIRatingAltFire=0.050000
	AmmoName=Class'U2Weapons.ammoInvTakkra'
	PickupAmmoCount=1
	FiringSpeed=1.000000
	FireOffset=(X=46.000000,Y=6.000000,Z=-8.000000)
	ProjectileClass=Class'U2Weapons.projectileTakkra'
	AltProjectileClass=Class'U2Weapons.projectileTakkraDefensive'
	MyDamageType=Class'U2.DamageTypeTakkra'
	ShakeMag=0.000000
	ShakeTime=0.000000
	bWarnTarget=true
	AIRating=0.500000
	RefireRate=1.000000
	AltRefireRate=1.000000
	FireSound=Sound'U2WeaponsA.Takkra.T_Fire'
	AltFireSound=Sound'U2WeaponsA.Takkra.T_AltFire'
	SelectSound=Sound'U2WeaponsA.Takkra.T_Select'
	InstFlash=-0.400000
	InstFog=(X=650.000000,Y=450.000000,Z=190.000000)
	InventoryGroup=5
	GroupOffset=1
	PickupClass=Class'U2Weapons.weaponTakkra'
	PlayerViewOffset=(X=41.799999,Y=13.400000,Z=-12.600000)
	BobDamping=0.972000
	ThirdPersonMesh=LegendMesh'GlmWeaponsG.T_TP'
	ItemName="Takkra"
	ItemID="T"
	IconIndex=6
	Mesh=LegendMesh'GlmWeaponsG.T_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 10:48:36.055 - Created with UnCodeX