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U2XMP.weaponTurretMounted

Extends
U2Weapon

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- U2.U2Weapon
            |   
            +-- U2XMP.weaponTurretMounted

Direct Known Subclasses:

weaponInvAutoCannon, weaponInvRocketCannon

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

Variables Summary
boolbAmbientFireSound
boolbLeftBarrel
rotatorFireRotation
vectorFireStartLocation
vectorLeftBarrel
rotatorLeftBarrelRot
vectorRightBarrel
rotatorRightBarrelRot
intTracerCount
floatTryToHitInstantBaseDistance
floatTryToHitInstantBaseOddsMax
floatTryToHitInstantBaseOddsMin
floatTryToHitInstantMaxHitDistance
floatTryToHitInstantMinMissDistance
floatTryToHitProjectileBaseOddsMax
floatTryToHitProjectileBaseOddsMin
weaponTurretMounted
intDrawTracerFrequency
floatFireTimeMax
floatFireTimeMin
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 AuthorityFire ()))
event BeginState ()))
Firing
function ClearTracers ()))
function ClientTraceImpact (CheckResult Hit ))
event EndState ()))
Firing
function EverywhereFire ()))
function Fire ()))
functionint GetAltFireAmmoUsed ()))
functionint GetFireAmmoUsed ()))
functionvector GetFireOffset ()))
functionrotator GetFireRotation ()))
functionfloat GetFireTime ()))
function MaybeAdjustTargetLocation (Actor TargetActor, float TargetDistance, float SpreadDegrees, float TryToHitBaseOddsMin, float TryToHitBaseOddsMax, float TryToHitBaseDistance, float TryToHitMinMissDistance, float TryToHitMaxHitDistance, out vector TargetLocation ))
function PlayAnimEx (name Sequence ))
function PlayFiring ()))
function ProcessTraceHitEx (vector HitDirection, CheckResult Hit, float EffectiveDamage ))
functionProjectile ProjectileFire (class ProjClass ))
function SetFireStartLocations ()))
function TraceFire (float Accuracy ))
function UpdateTracer (CheckResult Hit ))
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
Firing Source code
simulated state Firing
BeginState, EndState
Idle Source code
simulated state Idle


Variables Detail

bAmbientFireSound Source code

var bool bAmbientFireSound;

bLeftBarrel Source code

var bool bLeftBarrel;

FireRotation Source code

var rotator FireRotation;

FireStartLocation Source code

var vector FireStartLocation;

LeftBarrel Source code

var vector LeftBarrel;

LeftBarrelRot Source code

var rotator LeftBarrelRot;

RightBarrel Source code

var vector RightBarrel;

RightBarrelRot Source code

var rotator RightBarrelRot;

TracerCount Source code

var int TracerCount;

TryToHitInstantBaseDistance Source code

var float TryToHitInstantBaseDistance;

TryToHitInstantBaseOddsMax Source code

var float TryToHitInstantBaseOddsMax;

TryToHitInstantBaseOddsMin Source code

var float TryToHitInstantBaseOddsMin;

TryToHitInstantMaxHitDistance Source code

var float TryToHitInstantMaxHitDistance;

TryToHitInstantMinMissDistance Source code

var float TryToHitInstantMinMissDistance;

TryToHitProjectileBaseOddsMax Source code

var float TryToHitProjectileBaseOddsMax;

TryToHitProjectileBaseOddsMin Source code

var float TryToHitProjectileBaseOddsMin;

weaponTurretMounted

DrawTracerFrequency Source code

var(weaponTurretMounted) int DrawTracerFrequency;

FireTimeMax Source code

var(weaponTurretMounted) float FireTimeMax;

FireTimeMin Source code

var(weaponTurretMounted) float FireTimeMin;


Functions Detail

AuthorityFire Source code

function AuthorityFire ( ) )

BeginState Firing Source code

simulated event BeginState ( ) )

ClearTracers Source code

simulated function ClearTracers ( ) )

ClientTraceImpact Source code

simulated function ClientTraceImpact ( CheckResult Hit ) )

EndState Firing Source code

simulated event EndState ( ) )

EverywhereFire Source code

simulated function EverywhereFire ( ) )

Fire Source code

simulated function Fire ( ) )

GetAltFireAmmoUsed Source code

simulated function int GetAltFireAmmoUsed ( ) )

GetFireAmmoUsed Source code

simulated function int GetFireAmmoUsed ( ) )

GetFireOffset Source code

function vector GetFireOffset ( ) )

GetFireRotation Source code

function rotator GetFireRotation ( ) )

GetFireTime Source code

function float GetFireTime ( ) )

MaybeAdjustTargetLocation Source code

function MaybeAdjustTargetLocation ( Actor TargetActor, float TargetDistance, float SpreadDegrees, float TryToHitBaseOddsMin, float TryToHitBaseOddsMax, float TryToHitBaseDistance, float TryToHitMinMissDistance, float TryToHitMaxHitDistance, out vector TargetLocation ) )

PlayAnimEx Source code

simulated function PlayAnimEx ( name Sequence ) )

PlayFiring Source code

simulated function PlayFiring ( ) )

ProcessTraceHitEx Source code

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

ProjectileFire Source code

function Projectile ProjectileFire ( class<projectile> ProjClass ) )

SetFireStartLocations Source code

function SetFireStartLocations ( ) )

TraceFire Source code

function TraceFire ( float Accuracy ) )

UpdateTracer Source code

simulated function UpdateTracer ( CheckResult Hit ) )


Defaultproperties

defaultproperties
{
	bLeftBarrel=true
	TryToHitInstantBaseOddsMin=0.125000
	TryToHitInstantBaseOddsMax=0.625000
	TryToHitInstantBaseDistance=1024.000000
	TryToHitInstantMinMissDistance=256.000000
	TryToHitInstantMaxHitDistance=9999999.000000
     GunButtSounds(0)=Sound'U2WeaponsA.GunButt.GunButt01'
     GunButtSounds(1)=Sound'U2WeaponsA.GunButt.GunButt02'
     GunButtSounds(2)=Sound'U2WeaponsA.GunButt.GunButt03'
     GunButtSounds(3)=Sound'U2WeaponsA.GunButt.GunButt04'
     TargetableTypes(0)='Pawn'
	bDisableTick=true
     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 10:48:36.137 - Created with UnCodeX