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Onslaught.ONSGrenadeLauncher

Extends
Weapon
Modifiers
config ( User )

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

Constants Summary
Inherited Contants from Engine.Weapon
NUM_FIRE_MODES

Variables Summary
intCurrentGrenades
colorFadedColor
array<ONSGrenadeProjectile>Grenades
intMaxGrenades
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 AnimEnd (int Channel))
functionbyte BestMode ()))
functionbool CanThrow ()))
function ClientStopFire (int Mode))
function Destroyed ()))
function DrawWeaponInfo (Canvas Canvas))
functionfloat GetAIRating ()))
functionbool HasAmmo ()))
function NewDrawWeaponInfo (Canvas Canvas, float YPos))
function OutOfAmmo ()))
functionfloat SuggestAttackStyle ()))
functionfloat SuggestDefenseStyle ()))
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

CurrentGrenades Source code

var int CurrentGrenades;

FadedColor Source code

var color FadedColor;

Grenades Source code

var array<ONSGrenadeProjectile> Grenades;

MaxGrenades Source code

var int MaxGrenades;


Functions Detail

AnimEnd Source code

simulated function AnimEnd ( int Channel) )

BestMode Source code

function byte BestMode ( ) )

CanThrow Source code

simulated function bool CanThrow ( ) )

ClientStopFire Source code

simulated singular function ClientStopFire ( int Mode) )

Destroyed Source code

simulated function Destroyed ( ) )

DrawWeaponInfo Source code

simulated function DrawWeaponInfo ( Canvas Canvas) )

GetAIRating Source code

function float GetAIRating ( ) )

HasAmmo Source code

simulated function bool HasAmmo ( ) )

NewDrawWeaponInfo Source code

simulated function NewDrawWeaponInfo ( Canvas Canvas, float YPos) )

OutOfAmmo Source code

simulated function OutOfAmmo ( ) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )

SuggestDefenseStyle Source code

function float SuggestDefenseStyle ( ) )


Defaultproperties

defaultproperties
{
     MaxGrenades=8
     FadedColor=(B=128,G=128,R=128,A=128)
     FireModeClass(0)=Class'Onslaught.ONSGrenadeFire'
     FireModeClass(1)=Class'Onslaught.ONSGrenadeAltFire'
     PutDownAnim="PutDown"
     SelectAnimRate=3.100000
     PutDownAnimRate=2.800000
     SelectSound=Sound'WeaponSounds.FlakCannon.SwitchToFlakCannon'
     SelectForce="SwitchToFlakCannon"
     AIRating=0.550000
     CurrentRating=0.550000
     bUseOldWeaponMesh=True
     Description="The MGG Grenade Launcher fires magnetic sticky grenades, which will attach to enemy players and vehicles."
     EffectOffset=(X=100.000000,Y=32.000000,Z=-20.000000)
     DisplayFOV=45.000000
     Priority=9
     HudColor=(B=255,G=0,R=0)
     SmallViewOffset=(X=166.000000,Y=48.000000,Z=-54.000000)
     CustomCrosshair=5
     CustomCrossHairColor=(B=0,G=25)
     CustomCrossHairTextureName="ONSInterface-TX.grenadeLauncherReticle"
     InventoryGroup=7
     GroupOffset=1
     PickupClass=Class'Onslaught.ONSGrenadePickup'
     PlayerViewOffset=(X=150.000000,Y=40.000000,Z=-46.000000)
     BobDamping=2.200000
     AttachmentClass=Class'Onslaught.ONSGrenadeAttachment'
     IconMaterial=Texture'HUDContent.Generic.HUD'
     IconCoords=(X1=434,Y1=253,X2=506,Y2=292)
     ItemName="Grenade Launcher"
     Mesh=SkeletalMesh'ONSWeapons-A.GrenadeLauncher_1st'
     AmbientGlow=64
}

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Creation time: sk 18-3-2018 09:49:46.567 - Created with UnCodeX