U2XMP.weaponTurretMounted
- 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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+-- U2XMP.weaponTurretMounted
Direct Known Subclasses:
weaponInvAutoCannon, weaponInvRocketCannon
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 |
| | AuthorityFire ()))
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| | BeginState ())) Firing |
| | ClearTracers ()))
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| | ClientTraceImpact (CheckResult Hit ))
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| | EndState ())) Firing |
| | EverywhereFire ()))
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| | Fire ()))
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| int | GetAltFireAmmoUsed ()))
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| int | GetFireAmmoUsed ()))
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| vector | GetFireOffset ()))
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| rotator | GetFireRotation ()))
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| float | GetFireTime ()))
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| | MaybeAdjustTargetLocation (Actor TargetActor, float TargetDistance, float SpreadDegrees, float TryToHitBaseOddsMin, float TryToHitBaseOddsMax, float TryToHitBaseDistance, float TryToHitMinMissDistance, float TryToHitMaxHitDistance, out vector TargetLocation ))
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| | PlayAnimEx (name Sequence ))
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| | PlayFiring ()))
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| | ProcessTraceHitEx (vector HitDirection, CheckResult Hit, float EffectiveDamage ))
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| Projectile | ProjectileFire (class ProjClass ))
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| | SetFireStartLocations ()))
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| | TraceFire (float Accuracy ))
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| | UpdateTracer (CheckResult Hit ))
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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 bool bAmbientFireSound;
var bool bLeftBarrel;
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
function AuthorityFire ( ) )
simulated event BeginState ( ) )
simulated function ClearTracers ( ) )
simulated
function ClientTraceImpact (
CheckResult Hit ) )
simulated event EndState ( ) )
simulated function EverywhereFire ( ) )
simulated function Fire ( ) )
simulated function int GetAltFireAmmoUsed ( ) )
simulated function int GetFireAmmoUsed ( ) )
function vector GetFireOffset ( ) )
function rotator GetFireRotation ( ) )
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 ) )
simulated function PlayAnimEx ( name Sequence ) )
simulated function PlayFiring ( ) )
function ProcessTraceHitEx (
vector HitDirection,
CheckResult Hit,
float EffectiveDamage ) )
function SetFireStartLocations ( ) )
function TraceFire ( float Accuracy ) )
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