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Onslaught.ONSAVRiL

Extends
Weapon
Modifiers
config ( User )

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- Onslaught.ONSAVRiL

Constants Summary
Inherited Contants from Engine.Weapon
NUM_FIRE_MODES

Variables Summary
MaterialBaseMaterial
boolbLockedOn
ColorCrosshairColor
TextureCrosshairTexture
floatCrosshairX
floatCrosshairY
VehicleHomingTarget
floatLockAim
floatLockCheckFreq
floatLockCheckTime
floatMaxLockRange
MaterialReticleOFFMaterial
MaterialReticleONMaterial
Inherited Variables from Engine.Weapon
AimAnim, AimAnimRate, AIRating, AmmoCharge[2], AmmoClass[2], Ammo[NUM_FIRE_MODES], bBerserk, bCanThrow, bDebugging, bEndOfRound, bForceSwitch, bInitOldMesh, bMatchWeapons, bMeleeWeapon, bNoAmmoInstances, bNoInstagibReplace, bNotInDemo, bNotInPriorityList, bNoVoluntarySwitch, BotMode, bPendingSwitch, BringUpTime, bShowChargingBar, bSniping, bSpectated, bUseOldWeaponMesh, CenteredOffsetY, CenteredRoll, CenteredYaw, ClientState, CurrentRating, CustomCrosshair, CustomCrossHairColor, CustomCrossHairScale, CustomCrossHairTexture, CustomCrossHairTextureName, DefaultPriority, DemoReplacement, Description, DisplayFOV, DownDelay, EffectOffset, ExchangeFireModes, FireModeClass[NUM_FIRE_MODES], FireMode[NUM_FIRE_MODES], Hand, HudColor, IdleAnim, IdleAnimRate, MessageNoAmmo, MinReloadPct, OldCenteredOffsetY, OldCenteredRoll, OldCenteredYaw, OldDrawScale, OldMesh, OldPickup, OldPlayerViewOffset, OldPlayerViewPivot, OldSmallViewOffset, OldWeapon, Priority, PutDownAnim, PutDownAnimRate, PutDownTime, RenderedHand, RestAnim, RestAnimRate, RunAnim, RunAnimRate, SelectAnim, SelectAnimRate, SelectForce, SelectSound, SmallEffectOffset, SmallViewOffset
Inherited Variables from Engine.Inventory
AttachmentClass, bDisplayableInv, bDrawingFirstPerson, BobDamping, bTossedOut, Charge, GroupOffset, IconCoords, IconMaterial, InventoryGroup, ItemName, PickupClass, PlayerViewOffset, PlayerViewPivot, ThirdPersonActor

Enumerations Summary
Inherited Enumerations from Engine.Weapon
EWeaponClientState

Functions Summary
function ActivateReticle (bool bActivate))
functionbyte BestMode ()))
functionbool CanLockOnTo (Actor Other))
function Destroyed ()))
function DetachFromPawn (Pawn P))
functionfloat GetAIRating ()))
function LoseLock ()))
function OutOfAmmo ()))
function PostBeginPlay ()))
functionbool RecommendRangedAttack ()))
event RenderOverlays (Canvas Canvas))
functionfloat SuggestAttackStyle ()))
functionfloat SuggestDefenseStyle ()))
function WeaponTick (float deltaTime))
Inherited Functions from Engine.Weapon
AddAmmo, AdjustPlayerDamage, AltFire, AmmoAmount, AmmoMaxed, AmmoPickupClass, AmmoStatus, AnimEnd, BeginState, BestMode, BotFire, BringUp, CanAttack, CanHeal, CanThrow, CenteredEffectStart, ChargeBar, CheckOutOfAmmo, CheckReflect, CheckSuperBerserk, ClientForceAmmoUpdate, ClientPlayForceFeedback, ClientStartFire, ClientStopFire, ClientWeaponSet, ClientWeaponThrown, ClientWriteFire, ClientWriteStats, ConsumeAmmo, DesireAmmo, Destroyed, DetachFromPawn, DisplayDebug, DoAutoSwitch, DoReflectEffect, DrawWeaponInfo, DropFrom, EndState, FillToInitialAmmo, Fire, FireHack, FireOnRelease, FocusOnLeader, GetAIRating, GetAmmoClass, GetAmmoCount, GetDamageRadius, GetDamageType, GetEffectStart, GetFireMode, GetFireStart, GetViewAxes, GiveAmmo, GiveTo, HackPlayFireSound, HandlePickupQuery, HasAmmo, HolderDied, ImmediateStopFire, IncrementFlashCount, InitWeaponFires, IsFiring, IsRapidFire, Loaded, MaxAmmo, MaxOutAmmo, NeedAmmo, NewDrawWeaponInfo, NextWeapon, OutOfAmmo, PawnUnpossessed, PlayIdle, PostBeginPlay, PostNetReceive, PreDrawFPWeapon, PrevWeapon, PutDown, RangedAttackTime, RateSelf, ReadyToFire, RecommendLongRangedAttack, RecommendRangedAttack, RecommendSplashDamage, RecommendWeapon, RefireRate, RenderOverlays, Reselect, ServerStartFire, ServerStopFire, SetAITarget, SetGRI, SetHand, ShootHoop, ShouldFireWithoutTarget, SplashDamage, SplashJump, StartBerserk, StartDebugging, StartFire, StopBerserk, StopFire, StopForceFeedback, SuggestAttackStyle, SuggestDefenseStyle, SuperMaxOutAmmo, SynchronizeWeapon, Timer, WantsZoomFade, WeaponCentered, WeaponChange, WeaponTick, ZeroFlashCount
Inherited Functions from Engine.Inventory
AttachToPawn, Destroyed, DetachFromPawn, DropFrom, GetHumanReadableName, GiveTo, HandlePickupQuery, NextWeapon, OwnerEvent, PickupFunction, PrevWeapon, PrioritizeArmor, RecommendWeapon, RenderOverlays, SelectNext, SetOwnerDisplay, StaticItemName, TravelPostAccept, TravelPreAccept, updaterelative, Use, WeaponChange


Variables Detail

BaseMaterial Source code

var Material BaseMaterial;

bLockedOn Source code

var bool bLockedOn;

CrosshairColor Source code

var Color CrosshairColor;

CrosshairTexture Source code

var Texture CrosshairTexture;

CrosshairX Source code

var float CrosshairX;

CrosshairY Source code

var float CrosshairY;

HomingTarget Source code

var Vehicle HomingTarget;

LockAim Source code

var float LockAim;

LockCheckFreq Source code

var float LockCheckFreq;

LockCheckTime Source code

var float LockCheckTime;

MaxLockRange Source code

var float MaxLockRange;

ReticleOFFMaterial Source code

var Material ReticleOFFMaterial;

ReticleONMaterial Source code

var Material ReticleONMaterial;


Functions Detail

ActivateReticle Source code

simulated function ActivateReticle ( bool bActivate) )

BestMode Source code

function byte BestMode ( ) )

CanLockOnTo Source code

function bool CanLockOnTo ( Actor Other) )

Destroyed Source code

simulated function Destroyed ( ) )

DetachFromPawn Source code

simulated function DetachFromPawn ( Pawn P) )

GetAIRating Source code

function float GetAIRating ( ) )

LoseLock Source code

function LoseLock ( ) )

OutOfAmmo Source code

simulated function OutOfAmmo ( ) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

RecommendRangedAttack Source code

function bool RecommendRangedAttack ( ) )

RenderOverlays Source code

simulated event RenderOverlays ( Canvas Canvas) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )

SuggestDefenseStyle Source code

function float SuggestDefenseStyle ( ) )

WeaponTick Source code

simulated function WeaponTick ( float deltaTime) )


Defaultproperties

defaultproperties
{
     BaseMaterial=Texture'VMWeaponsTX.PlayerWeaponsGroup.AVRiLtex'
     ReticleOFFMaterial=Shader'VMWeaponsTX.PlayerWeaponsGroup.AVRiLreticleTEX'
     ReticleONMaterial=Shader'VMWeaponsTX.PlayerWeaponsGroup.AVRiLreticleTEXRed'
     LockCheckFreq=0.200000
     MaxLockRange=15000.000000
     LockAim=0.996000
     CrossHairColor=(G=255,A=255)
     CrosshairX=32.000000
     CrosshairY=32.000000
     CrosshairTexture=Texture'ONSInterface-TX.avrilRETICLE'
     FireModeClass(0)=Class'Onslaught.ONSAVRiLFire'
     FireModeClass(1)=Class'Onslaught.ONSAVRiLAltFire'
     PutDownAnim="PutDown"
     SelectAnimRate=2.000000
     PutDownAnimRate=1.750000
     BringUpTime=0.450000
     SelectSound=Sound'WeaponSounds.FlakCannon.SwitchToFlakCannon'
     SelectForce="SwitchToFlakCannon"
     AIRating=0.550000
     CurrentRating=0.550000
     bUseOldWeaponMesh=True
     Description="The AVRiL, or Anti-Vehicle Rocket Launcher, shoots homing missiles that pack quite a punch."
     EffectOffset=(X=100.000000,Y=32.000000,Z=-20.000000)
     DisplayFOV=45.000000
     Priority=7
     HudColor=(B=255,G=0,R=0)
     SmallViewOffset=(X=116.000000,Y=43.500000,Z=-40.500000)
     CenteredRoll=5500
     CustomCrosshair=6
     CustomCrossHairColor=(B=0,R=0)
     CustomCrossHairTextureName="ONSInterface-TX.avrilRETICLEtrack"
     MinReloadPct=0.000000
     InventoryGroup=8
     GroupOffset=1
     PickupClass=Class'Onslaught.ONSAVRiLPickup'
     PlayerViewOffset=(X=100.000000,Y=35.500000,Z=-32.500000)
     BobDamping=2.200000
     AttachmentClass=Class'Onslaught.ONSAVRiLAttachment'
     IconMaterial=Texture'HUDContent.Generic.HUD'
     IconCoords=(X1=429,Y1=212,X2=508,Y2=251)
     ItemName="AVRiL"
     Mesh=SkeletalMesh'ONSWeapons-A.AVRiL_1st'
     AmbientGlow=64
}

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Creation time: sk 18-3-2018 09:49:46.025 - Created with UnCodeX