| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Inventory
|
+-- Engine.Weapon
|
+-- XWeapons.BallLauncher
| Constants Summary |
|---|
| Inherited Contants from Engine.Weapon |
|---|
| NUM_FIRE_MODES |
| Variables Summary | |
|---|---|
| Actor | AITarget |
| float | HealAccum |
| float | SwitchTestTime |
| BallLauncher | |
| float | HealRate |
| bool | launchedBall |
| Sound | PassAmbient |
| Pawn | PassTarget |
| Sound | PassTargetLocked |
| String | PassTargetLockedForce |
| Sound | PassTargetLost |
| String | PassTargetLostForce |
| 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 | ||
|---|---|---|
![]() | bool | BotFire (bool bFinished, optional name FiringMode)) |
![]() | BringUp (optional Weapon PrevWeapon)) | |
![]() | bool | CanAttack (Actor Other)) |
![]() | DrawWeaponInfo (Canvas Canvas)) | |
![]() | bool | HasAmmo ())) |
![]() | ModifyPawn (float dt )) | |
![]() | NewDrawWeaponInfo (Canvas Canvas, float YPos)) | |
![]() | Weapon | NextWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)) |
![]() | OutOfAmmo ())) | |
![]() | Weapon | PrevWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)) |
![]() | bool | PutDown ())) |
![]() | Weapon | RecommendWeapon (out float rating )) |
![]() | SetAITarget (Actor T)) | |
![]() | SetPassTarget (Pawn passTarg )) | |
![]() | bool | ShootHoop (Controller B, Vector ShootLoc)) |
![]() | bool | StartFire (int modeNum )) |
![]() | SynchronizeWeapon (Weapon ClientWeapon)) | |
![]() | Tick (float dt)) | |
| Variables Detail |
|---|
| Functions Detail |
|---|
BotFire Source code
BringUp Source code
CanAttack Source code
DrawWeaponInfo Source code
HasAmmo Source code
ModifyPawn Source code
NewDrawWeaponInfo Source code
NextWeapon Source code
OutOfAmmo Source code
PrevWeapon Source code
PutDown Source code
RecommendWeapon Source code
SetAITarget Source code
SetPassTarget Source code
ShootHoop Source code
StartFire Source code
SynchronizeWeapon Source code
Tick Source code| Defaultproperties |
|---|
defaultproperties
{
PassAmbient=Sound'IndoorAmbience.machinery36'
PassTargetLocked=Sound'WeaponSounds.BaseGunTech.BLockOn1'
PassTargetLost=Sound'WeaponSounds.BaseGunTech.BSeekLost1'
PassTargetLockedForce="LockOn"
PassTargetLostForce="SeekLost"
HealRate=5.000000
FireModeClass(0)=Class'XWeapons.BallShoot'
FireModeClass(1)=Class'XWeapons.BallTarget'
PutDownAnim="PutDown"
PutDownAnimRate=2.500000
PutDownTime=0.200000
SelectSound=Sound'WeaponSounds.Misc.ballgun_change'
SelectForce="ballgun_change"
AIRating=0.100000
CurrentRating=0.100000
bCanThrow=False
bForceSwitch=True
bNoVoluntarySwitch=True
bNoInstagibReplace=True
EffectOffset=(X=30.000000,Y=10.000000,Z=-10.000000)
DisplayFOV=60.000000
Priority=17
SmallViewOffset=(X=23.000000,Y=6.000000,Z=-6.000000)
CenteredOffsetY=-5.000000
CenteredRoll=5000
CenteredYaw=-300
CustomCrosshair=11
CustomCrossHairColor=(B=0)
CustomCrossHairTextureName="Crosshairs.Hud.Crosshair_Bracket2"
MinReloadPct=0.000000
InventoryGroup=15
PlayerViewOffset=(X=11.000000)
BobDamping=2.200000
AttachmentClass=Class'XWeapons.BallAttachment'
ItemName="Ball Launcher"
Mesh=SkeletalMesh'Weapons.BallLauncher_1st'
DrawScale=0.400000
}
|
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