- Extends
- ProjectileFire
Core.Object
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+-- Engine.WeaponFire
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+-- XWeapons.ProjectileFire
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+-- XWeapons.AssaultGrenade
Inherited Variables from Engine.WeaponFire |
AimError, AmmoClass, AmmoClipSize, AmmoPerFire, bAttachFlashEmitter, bAttachSmokeEmitter, bFireOnRelease, bInstantHit, bInstantStop, bIsFiring, bLeadTarget, bModeExclusive, bNowWaiting, BotRefireRate, bPawnRapidFireAnim, bRecommendSplashDamage, bReflective, bServerDelayStartFire, bServerDelayStopFire, bSplashDamage, bSplashJump, bTimerLoop, bTossed, bWaitForRelease, DamageAtten, FireAnim, FireAnimRate, FireCount, FireEndAnim, FireEndAnimRate, FireForce, FireLoopAnim, FireLoopAnimRate, FireRate, FireSound, FlashEmitter, FlashEmitterClass, HoldTime, Instigator, Level, Load, MaxHoldTime, NextFireTime, NextTimerPop, NoAmmoForce, NoAmmoSound, Owner, PreFireAnim, PreFireAnimRate, PreFireTime, ProjectileClass, ReloadAnim, ReloadAnimRate, ReloadForce, ReloadSound, SavedFireProperties, ServerStartFireTime, ShakeOffsetMag, ShakeOffsetRate, ShakeOffsetTime, ShakeRotMag, ShakeRotRate, ShakeRotTime, SmokeEmitter, SmokeEmitterClass, Spread, SpreadStyle, ThisModeNum, TimerInterval, TransientSoundRadius, TransientSoundVolume, TweenTime, WarnTargetPct, Weapon |
Inherited Functions from Engine.WeaponFire |
AdjustAim, AllowFire, BeginPlay, ClientPlayForceFeedback, DestroyEffects, DisplayDebug, DoFireEffect, DrawMuzzleFlash, FlashMuzzleFlash, GetFireStart, InitEffects, IsFiring, MaxRange, ModeDoFire, ModeHoldFire, ModeTick, PlayFireEnd, PlayFiring, PlayPreFire, PlayStartHold, PostBeginPlay, PostNetBeginPlay, PreBeginPlay, ServerPlayFiring, SetInitialState, SetTimer, ShakeView, Spawn, StartBerserk, StartFiring, StartMuzzleSmoke, StartSuperBerserk, StopBerserk, StopFiring, StopForceFeedback, Timer, Trace, Update |
const mNumGrenades = 8;
var float ClickTime;
var float mBlend;
var float mCurrentRoll;
var int mCurrentSlot;
var float mDrumRotationsPerSec;
var int mNextEmptySlot;
var float mNextRoll;
var float mRollInc;
var float mRollPerSec;
AssaultGrenade
simulated function bool AllowFire ( ) )
function BeginState ( ) )
function BeginState ( ) )
function DoFireEffect ( ) )
function InitEffects ( ) )
function ModeTick ( float dt) )
function PlayFireEnd ( ) )
function PlayFiring ( ) )
function PlayPreFire ( ) )
function PlayStartHold ( ) )
function PostBeginPlay ( ) )
simulated function ReturnToIdle ( ) )
function StartBerserk ( ) )
function StartSuperBerserk ( ) )
function StopBerserk ( ) )
function StopFiring ( ) )
function Timer ( ) )
simulated function bool UpdateRoll ( float dt) )
simulated function int WrapPostIncr ( out int count) )
defaultproperties
{
mBlend=1.000000
mDrumRotationsPerSec=0.400000
mScale=1.000000
mScaleMultiplier=0.900000
mSpeedMin=250.000000
mSpeedMax=3000.000000
mHoldSpeedMin=850.000000
mHoldSpeedMax=1600.000000
mHoldSpeedGainPerSec=750.000000
mWaitTime=0.500000
ProjSpawnOffset=(X=25.000000,Y=10.000000,Z=-7.000000)
bSplashDamage=True
bRecommendSplashDamage=True
bTossed=True
bFireOnRelease=True
FireLoopAnim=
FireEndAnim=
FireAnimRate=0.500000
FireSound=Sound'NewWeaponSounds.NewGrenadeShoot'
ReloadSound=Sound'WeaponSounds.BaseGunTech.BReload9'
FireForce="AssaultRifleAltFire"
ReloadForce="BReload9"
FireRate=1.000000
AmmoClass=Class'XWeapons.GrenadeAmmo'
AmmoPerFire=1
ShakeRotTime=2.000000
ShakeOffsetMag=(X=-20.000000)
ShakeOffsetRate=(X=-1000.000000)
ShakeOffsetTime=2.000000
ProjectileClass=Class'XWeapons.Grenade'
BotRefireRate=0.250000
FlashEmitterClass=Class'XEffects.AssaultMuzFlash1st'
}
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Creation time: sk 18-3-2018 09:49:34.506 - Created with
UnCodeX