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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Inventory
|
+-- Engine.Weapon
|
+-- XWeapons.ShieldGun
ClassicShieldGun
| Constants Summary |
|---|
| Inherited Contants from Engine.Weapon |
|---|
| NUM_FIRE_MODES |
| Variables Summary | |
|---|---|
| String | ShieldHitForce |
| Sound | ShieldHitSound |
| 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 | ||
|---|---|---|
![]() | AdjustPlayerDamage (out int Damage, Pawn InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType)) | |
![]() | float | AmmoStatus (optional int Mode)) |
![]() | AnimEnd (int channel)) | |
![]() | byte | BestMode ())) |
![]() | BringUp (optional Weapon PrevWeapon)) | |
![]() | bool | CanAttack (Actor Other)) |
![]() | vector | CenteredEffectStart ())) |
![]() | float | ChargeBar ())) |
![]() | bool | CheckReflect (Vector HitLocation, out Vector RefNormal, int AmmoDrain )) |
![]() | ClientTakeHit (int Drain)) | |
![]() | DoAutoSwitch ())) | |
![]() | DoReflectEffect (int Drain)) | |
![]() | FireHack (byte Mode)) | |
![]() | float | GetAIRating ())) |
![]() | GiveTo (Pawn Other, optional Pickup Pickup)) | |
![]() | RenderOverlays (Canvas Canvas )) | |
![]() | float | SuggestAttackStyle ())) |
![]() | float | SuggestDefenseStyle ())) |
![]() | Timer ())) | |
| Variables Detail |
|---|
| Functions Detail |
|---|
AdjustPlayerDamage Source code
AmmoStatus Source code
AnimEnd Source code
BestMode Source code
BringUp Source code
CanAttack Source code
CenteredEffectStart Source code
ChargeBar Source code
CheckReflect Source code
ClientTakeHit Source code
DoAutoSwitch Source code
DoReflectEffect Source code
FireHack Source code
GetAIRating Source code
GiveTo Source code
RenderOverlays Source code
SuggestAttackStyle Source code
SuggestDefenseStyle Source code
Timer Source code| Defaultproperties |
|---|
defaultproperties
{
ShieldHitSound=ProceduralSound'WeaponSounds.ShieldGun.ShieldReflection'
ShieldHitForce="ShieldReflection"
FireModeClass(0)=Class'XWeapons.ShieldFire'
FireModeClass(1)=Class'XWeapons.ShieldAltFire'
PutDownAnim="PutDown"
SelectSound=Sound'WeaponSounds.Misc.shieldgun_change'
SelectForce="ShieldGun_change"
AIRating=0.350000
CurrentRating=0.350000
bMeleeWeapon=True
bShowChargingBar=True
bCanThrow=False
bUseOldWeaponMesh=True
Description="The Kemphler DD280 Riot Control Device has the ability to resist and reflect incoming projectiles and energy beams. The plasma wave inflicts massive damage, rupturing tissue, pulverizing organs, and flooding the bloodstream with dangerous gas bubbles.||This weapon may be intended for combat at close range, but when wielded properly should be considered as dangerous as any other armament in your arsenal."
EffectOffset=(X=15.000000,Y=5.500000,Z=2.000000)
DisplayFOV=60.000000
Priority=1
HudColor=(B=121,G=188)
SmallViewOffset=(X=10.000000,Y=3.300000,Z=-6.700000)
CenteredOffsetY=-9.000000
CenteredRoll=1000
CustomCrosshair=13
CustomCrossHairColor=(B=5,G=188,R=0)
CustomCrossHairTextureName="Crosshairs.HUD.Crosshair_Pointer"
PickupClass=Class'XWeapons.ShieldGunPickup'
PlayerViewOffset=(X=2.000000,Y=-0.700000,Z=-2.700000)
PlayerViewPivot=(Pitch=500,Yaw=500)
BobDamping=2.200000
AttachmentClass=Class'XWeapons.ShieldAttachment'
IconMaterial=Texture'HUDContent.Generic.HUD'
IconCoords=(X1=169,Y1=39,X2=241,Y2=77)
ItemName="Shield Gun"
Mesh=SkeletalMesh'Weapons.ShieldGun_1st'
DrawScale=0.400000
HighDetailOverlay=Combiner'UT2004Weapons.WeaponSpecMap2'
}
|
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