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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Inventory
|
+-- Engine.Weapon
|
+-- XWeapons.AssaultRifle
| Constants Summary |
|---|
| Inherited Contants from Engine.Weapon |
|---|
| NUM_FIRE_MODES |
| Variables Summary | |
|---|---|
| bool | bDualMode |
| bool | bFireLeft |
| bool | bWasDualMode |
| float | DualPickupTime |
| AssaultAttachment | OffhandActor |
| 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 | ||
|---|---|---|
![]() | AttachToPawn (Pawn P)) | |
![]() | byte | BestMode ())) |
![]() | float | ChargeBar ())) |
![]() | DetachFromPawn (Pawn P)) | |
![]() | DrawWeaponInfo (Canvas Canvas)) | |
![]() | float | GetAIRating ())) |
![]() | bool | HandlePickupQuery (pickup Item )) |
![]() | Loaded ())) | |
![]() | int | MaxAmmo (int mode)) |
![]() | NewDrawWeaponInfo (Canvas Canvas, float YPos)) | |
![]() | PostNetBeginPlay ())) | |
![]() | RenderDualOverlay (Canvas Canvas)) | |
![]() | RenderOverlays (Canvas Canvas )) | |
![]() | bool | WeaponCentered ())) |
| Variables Detail |
|---|
| Functions Detail |
|---|
AttachToPawn Source code
BestMode Source code
ChargeBar Source code
DetachFromPawn Source code
DrawWeaponInfo Source code
GetAIRating Source code
HandlePickupQuery Source code
Loaded Source code
MaxAmmo Source code
NewDrawWeaponInfo Source code
PostNetBeginPlay Source code
RenderDualOverlay Source code
RenderOverlays Source code
WeaponCentered Source code| Defaultproperties |
|---|
defaultproperties
{
FireModeClass(0)=Class'XWeapons.AssaultFire'
FireModeClass(1)=Class'XWeapons.AssaultGrenade'
PutDownAnim="PutDown"
SelectSound=Sound'WeaponSounds.AssaultRifle.SwitchToAssaultRifle'
SelectForce="SwitchToAssaultRifle"
AIRating=0.400000
CurrentRating=0.400000
bShowChargingBar=True
bUseOldWeaponMesh=True
OldMesh=SkeletalMesh'Weapons.AssaultRifle_1st'
OldPickup="WeaponStaticMesh.AssaultRiflePickup"
OldCenteredOffsetY=0.000000
OldPlayerViewOffset=(X=-8.000000,Y=5.000000,Z=-6.000000)
OldSmallViewOffset=(X=4.000000,Y=11.000000,Z=-12.000000)
OldPlayerViewPivot=(Pitch=400)
OldCenteredRoll=3000
Description="Inexpensive and easily produced, the AR770 provides a lightweight 5.56mm combat solution that is most effective against unarmored foes. With low-to-moderate armor penetration capabilities, this rifle is best suited to a role as a light support weapon.|The optional M355 Grenade Launcher provides the punch that makes this weapon effective against heavily armored enemies. Pick up a second assault rifle to double your fire power."
EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
DisplayFOV=70.000000
Priority=2
HudColor=(B=192,G=128)
SmallViewOffset=(X=13.000000,Y=12.000000,Z=-10.000000)
CenteredOffsetY=-5.000000
CenteredRoll=3000
CenteredYaw=-1500
CustomCrosshair=11
CustomCrossHairColor=(B=0,G=0,R=236)
CustomCrossHairScale=0.997509
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Cross5"
InventoryGroup=2
PickupClass=Class'XWeapons.AssaultRiflePickup'
PlayerViewOffset=(X=4.000000,Y=5.500000,Z=-6.000000)
PlayerViewPivot=(Pitch=400)
BobDamping=1.700000
AttachmentClass=Class'XWeapons.AssaultAttachment'
IconMaterial=Texture'HUDContent.Generic.HUD'
IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
ItemName="Assault Rifle"
LightType=LT_Pulse
LightEffect=LE_NonIncidence
LightHue=30
LightSaturation=150
LightBrightness=255.000000
LightRadius=4.000000
LightPeriod=3
Mesh=SkeletalMesh'NewWeapons2004.AssaultRifle'
DrawScale=0.800000
HighDetailOverlay=Combiner'UT2004Weapons.WeaponSpecMap2'
}
|
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