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OnslaughtBP.ONSDualACSideGun

Extends
ONSLinkableWeapon

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Onslaught.ONSWeapon
      |   
      +-- Onslaught.ONSLinkableWeapon
         |   
         +-- OnslaughtBP.ONSDualACSideGun

Variables Summary
boolbDumpingLoad
boolbFiresRight
boolbLocked
boolbSkipFire
ControllerFireControl
intLoadedShotCount
vectorLockedTarget
vectorLockPosition
intMaxShotCount
soundReloadSound
floatRelockTime
Inherited Variables from Onslaught.ONSLinkableWeapon
ChildWeapon
Inherited Variables from Onslaught.ONSWeapon
AIInfo[2], AimLockReleaseTime, AimTraceRange, AltFireForce, AltFireInterval, AltFireProjectileClass, AltFireSoundClass, AltFireSoundRadius, AltFireSoundVolume, AmbientEffectEmitter, AmbientEffectEmitterClass, AmbientSoundScaling, bActive, bAimable, bAmbientAltFireSound, bAmbientFireSound, bCallInstigatorPostRender, bCorrectAim, bDoOffsetTrace, bDualIndependantTargeting, bForceCenterAim, bInheritVelocity, bInstantFire, bInstantRotation, bIsAltFire, bIsRepeatingFF, BlueSkin, bReflective, bShowAimCrosshair, bShowChargingBar, CurrentAim, CurrentHitLocation, DamageMax, DamageMin, DamageType, DebugInfo, DualFireOffset, EffectEmitter, EffectEmitterClass, FireCountdown, FireForce, FireInterval, FireIntervalAimLock, FireSoundClass, FireSoundPitch, FireSoundRadius, FireSoundVolume, FlashCount, FlashEmitter, FlashEmitterClass, GunnerAttachmentBone, HitCount, LastHitLocation, LastRotation, Momentum, OldFlashCount, OldHitCount, PitchBone, PitchDownLimit, PitchUpLimit, ProjectileClass, Projectiles, RedSkin, RotateSound, RotateSoundThreshold, RotationsPerSecond, SavedFireProperties[2], ShakeOffsetMag, ShakeOffsetRate, ShakeOffsetTime, ShakeRotMag, ShakeRotRate, ShakeRotTime, Spread, Team, TraceRange, WeaponFireAttachmentBone, WeaponFireLocation, WeaponFireOffset, WeaponFireRotation, WeaponOffset, YawBone, YawConstraintDelta, YawEndConstraint, YawStartConstraint

Structures Summary
Inherited Structures from Onslaught.ONSWeapon
ONSWeaponAIInfo

Functions Summary
eventbool AttemptFire (Controller C, bool bAltFire))
functionbyte BestMode ()))
functionbool CanAttack (Actor Other))
function ChangeTargetLock ()))
function ClientStopFire (Controller C, bool bWasAltFire))
functionvector FindInitialTarget (vector Start, rotator Dir))
function FireSingle (Controller C, bool bAltFire, optional bool bDontSkip))
event OwnerEffects ()))
function RemoveLock ()))
functionProjectile SpawnProjectile (class<Projectile> ProjClass, bool bAltFire))
function SpawnTargetBeam ()))
function Timer ()))
function WeaponCeaseFire (Controller C, bool bWasAltFire))
Inherited Functions from Onslaught.ONSLinkableWeapon
AttemptFire, Destroyed
Inherited Functions from Onslaught.ONSWeapon
AdjustAim, AltFire, AttemptFire, BestMode, CalcWeaponFire, CanAttack, CeaseFire, ChargeBar, ClientPlayForceFeedback, ClientSpawnHitEffects, ClientStartFire, ClientStopFire, Destroyed, DestroyEffects, DisplayDebug, DoCombo, Fire, FlashMuzzleFlash, InitEffects, LimitPitch, MaxRange, OwnerEffects, PostBeginPlay, PostNetBeginPlay, SetFireRateModifier, SetGRI, SetTeam, ShakeView, SimulateTraceFire, SpawnBeamEffect, SpawnHitEffects, SpawnProjectile, StaticPrecache, StopForceFeedback, TraceFire, WeaponCeaseFire


Variables Detail

bDumpingLoad Source code

var bool bDumpingLoad;

bFiresRight Source code

var bool bFiresRight;

bLocked Source code

var bool bLocked;

bSkipFire Source code

var bool bSkipFire;

FireControl Source code

var Controller FireControl;

LoadedShotCount Source code

var int LoadedShotCount;

LockedTarget Source code

var vector LockedTarget;

LockPosition Source code

var vector LockPosition;

MaxShotCount Source code

var int MaxShotCount;

ReloadSound Source code

var sound ReloadSound;

RelockTime Source code

var float RelockTime;


Functions Detail

AttemptFire Source code

event bool AttemptFire ( Controller C, bool bAltFire) )

BestMode Source code

function byte BestMode ( ) )

CanAttack Source code

function bool CanAttack ( Actor Other) )

ChangeTargetLock Source code

function ChangeTargetLock ( ) )

ClientStopFire Source code

simulated function ClientStopFire ( Controller C, bool bWasAltFire) )

FindInitialTarget Source code

function vector FindInitialTarget ( vector Start, rotator Dir) )

FireSingle Source code

function FireSingle ( Controller C, bool bAltFire, optional bool bDontSkip) )

OwnerEffects Source code

simulated event OwnerEffects ( ) )

RemoveLock Source code

function RemoveLock ( ) )

SpawnProjectile Source code

function Projectile SpawnProjectile ( class<Projectile> ProjClass, bool bAltFire) )

SpawnTargetBeam Source code

function SpawnTargetBeam ( ) )

Timer Source code

function Timer ( ) )

WeaponCeaseFire Source code

function WeaponCeaseFire ( Controller C, bool bWasAltFire) )


Defaultproperties

defaultproperties
{
     MaxShotCount=16
     YawBone="RL_Right"
     YawStartConstraint=-5000.000000
     YawEndConstraint=5000.000000
     PitchBone="RL_Right"
     PitchUpLimit=18000
     PitchDownLimit=50000
     WeaponFireAttachmentBone="Firepoint"
     RotationsPerSecond=0.090000
     bInstantRotation=True
     AltFireInterval=0.330000
     FireSoundClass=Sound'CicadaSnds.Missile.MissileEject'
     FireSoundVolume=70.000000
     AltFireSoundClass=Sound'CicadaSnds.Missile.MissileEject'
     AltFireSoundVolume=70.000000
     ProjectileClass=Class'OnslaughtBP.ONSDualACRocket'
     AltFireProjectileClass=Class'OnslaughtBP.ONSDualACRocket'
     AIInfo(0)=(bTrySplash=True,bLeadTarget=True,WarnTargetPct=0.500000,RefireRate=0.990000)
     AIInfo(1)=(bTrySplash=True,WarnTargetPct=0.200000,RefireRate=0.990000)
     CullDistance=7000.000000
     Mesh=SkeletalMesh'ONSBPAnimations.DualAttackCraftSideGunMesh'
}

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Creation time: sk 18-3-2018 09:49:46.390 - Created with UnCodeX