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Onslaught.ONSManualGunPawn

Extends
ONSStationaryWeaponPawn

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.Vehicle
         |   
         +-- Onslaught.ONSWeaponPawn
            |   
            +-- Onslaught.ONSStationaryWeaponPawn
               |   
               +-- Onslaught.ONSManualGunPawn

Constants Summary
Inherited Contants from Onslaught.ONSWeaponPawn
FilterFrames

Variables Summary
Inherited Variables from Onslaught.ONSStationaryWeaponPawn
bPowered, DestructionEffectClass, RespawnTime
Inherited Variables from Onslaught.ONSWeaponPawn
AltFireImpulse, bCustomAiming, bHasAltFire, bHasAltFireImpulse, bHasFireImpulse, bHasOwnHealth, bHistoryWarmup, CameraBone, CameraHistory[FilterFrames], CrosshairColor, CrosshairTexture, CrosshairX, CrosshairY, CustomAim, DebugInfo, DestroyEffectClass, FireImpulse, Gun, GunClass, GunnerPos, GunnerRot, NextHistorySlot, PitchAccel, VehicleBase, YawAccel

Functions Summary
function ActivateOverlay (bool bActive))
Inherited Functions from Onslaught.ONSStationaryWeaponPawn
AltFire, BeginState, CheckSuperBerserk, ClientKDriverLeave, ClientTrigger, ClientVehicleCeaseFire, Died, EndState, IndependentVehicle, PostBeginPlay, PostNetReceive, Reset, SetTeamNum, TeamChanged, Timer, TryToDrive, UpdatePrecacheMaterials, VehicleLocked
Inherited Functions from Onslaught.ONSWeaponPawn
AltFire, ApplyFireImpulse, AttachDriver, AttachFlag, AttachToVehicle, BaseChange, BeginPlay, CanAttack, ChargeBar, ChooseFireAt, ClientKDriverEnter, ClientKDriverLeave, ClientVehicleCeaseFire, Destroyed, DetachDriver, Died, DisplayDebug, DrawHUD, DriverDied, EncroachedBy, Fire, FireOnRelease, GetAimTarget, GetCameraLocationStart, GetMoveTargetFor, GetVehicleBase, HasUDamage, HasWeapon, IndependentVehicle, IsFiring, KDriverEnter, KDriverLeave, LimitPitch, NeedToTurn, PlaceExitingDriver, PossessedBy, PostNetBeginPlay, PostNetReceive, ProjectilePostRender2D, RefireRate, ServerChangeDriverPosition, SetTeamNum, SpecialCalcFirstPersonView, StaticPrecache, SwitchWeapon, TakeDamage, TeamChanged, TeamLink, TooCloseToAttack, TryToDrive, UpdateRocketAcceleration, VehicleCeaseFire


Functions Detail

ActivateOverlay Source code

simulated function ActivateOverlay ( bool bActive) )


Defaultproperties

defaultproperties
{
     GunClass=Class'Onslaught.ONSManualGun'
     CameraBone="TurretCockpit"
     DrivePos=(X=-50.000000,Z=48.000000)
     EntryRadius=175.000000
     FPCamPos=(X=-27.000000,Z=26.000000)
     TPCamDistance=450.000000
     TPCamLookat=(X=-200.000000,Z=220.000000)
     DriverDamageMult=0.000000
     HUDOverlayClass=Class'Onslaught.ONSManualGunOverlay'
     HUDOverlayOffset=(X=60.000000,Z=-25.000000)
     HUDOverlayFOV=45.000000
     HealthMax=450.000000
     Health=450
     StaticMesh=StaticMesh'ONSDeadVehicles-SM.MANUALbaseGunDEAD'
     Mesh=SkeletalMesh'ONSWeapons-A.NewManualGun'
     bPathColliding=True
}

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Creation time: sk 18-3-2018 09:49:46.874 - Created with UnCodeX