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XWeapons.SniperRifle

Extends
Weapon
Modifiers
config ( user )

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- XWeapons.SniperRifle

Constants Summary
Inherited Contants from Engine.Weapon
NUM_FIRE_MODES

Variables Summary
floatLastFOV
Gfx
ColorArrowColor
floatborderX
floatborderY
ColorChargeColor
ColorFocusColor
floatfocusX
floatfocusY
floatinnerArrowsX
floatinnerArrowsY
ColorNoTargetColor
vectorRechargeOrigin
vectorRechargeSize
ColorTargetColor
floattestX
floattestY
SniperRifle
xEmitterchargeEmitter
boolzoomed
Inherited Variables from Engine.Weapon
AimAnim, AimAnimRate, AIRating, AmmoCharge[2], AmmoClass[2], Ammo[NUM_FIRE_MODES], bBerserk, bCanThrow, bDebugging, bEndOfRound, bForceSwitch, bInitOldMesh, bMatchWeapons, bMeleeWeapon, bNoAmmoInstances, bNoInstagibReplace, bNotInDemo, bNotInPriorityList, bNoVoluntarySwitch, BotMode, bPendingSwitch, BringUpTime, bShowChargingBar, bSniping, bSpectated, bUseOldWeaponMesh, CenteredOffsetY, CenteredRoll, CenteredYaw, ClientState, CurrentRating, CustomCrosshair, CustomCrossHairColor, CustomCrossHairScale, CustomCrossHairTexture, CustomCrossHairTextureName, DefaultPriority, DemoReplacement, Description, DisplayFOV, DownDelay, EffectOffset, ExchangeFireModes, FireModeClass[NUM_FIRE_MODES], FireMode[NUM_FIRE_MODES], Hand, HudColor, IdleAnim, IdleAnimRate, MessageNoAmmo, MinReloadPct, OldCenteredOffsetY, OldCenteredRoll, OldCenteredYaw, OldDrawScale, OldMesh, OldPickup, OldPlayerViewOffset, OldPlayerViewPivot, OldSmallViewOffset, OldWeapon, Priority, PutDownAnim, PutDownAnimRate, PutDownTime, RenderedHand, RestAnim, RestAnimRate, RunAnim, RunAnimRate, SelectAnim, SelectAnimRate, SelectForce, SelectSound, SmallEffectOffset, SmallViewOffset
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
functionbyte BestMode ()))
function BringUp (optional Weapon PrevWeapon))
function ClientStartFire (int mode))
function ClientStopFire (int mode))
function ClientWeaponThrown ()))
function Destroyed ()))
functionfloat GetAIRating ()))
function IncrementFlashCount (int Mode))
function PostBeginPlay ()))
functionbool PutDown ()))
functionbool RecommendRangedAttack ()))
event RenderOverlays (Canvas Canvas ))
function SetZoomBlendColor (Canvas c))
functionfloat SuggestAttackStyle ()))
functionfloat SuggestDefenseStyle ()))
function Tick (float t ))
TickEffects
Inherited Functions from Engine.Weapon
AddAmmo, AdjustPlayerDamage, AltFire, AmmoAmount, AmmoMaxed, AmmoPickupClass, AmmoStatus, AnimEnd, BeginState, BestMode, BotFire, BringUp, CanAttack, CanHeal, CanThrow, CenteredEffectStart, ChargeBar, CheckOutOfAmmo, CheckReflect, CheckSuperBerserk, ClientForceAmmoUpdate, ClientPlayForceFeedback, ClientStartFire, ClientStopFire, ClientWeaponSet, ClientWeaponThrown, ClientWriteFire, ClientWriteStats, ConsumeAmmo, DesireAmmo, Destroyed, DetachFromPawn, DisplayDebug, DoAutoSwitch, DoReflectEffect, DrawWeaponInfo, DropFrom, EndState, FillToInitialAmmo, Fire, FireHack, FireOnRelease, FocusOnLeader, GetAIRating, GetAmmoClass, GetAmmoCount, GetDamageRadius, GetDamageType, GetEffectStart, GetFireMode, GetFireStart, GetViewAxes, GiveAmmo, GiveTo, HackPlayFireSound, HandlePickupQuery, HasAmmo, HolderDied, ImmediateStopFire, IncrementFlashCount, InitWeaponFires, IsFiring, IsRapidFire, Loaded, MaxAmmo, MaxOutAmmo, NeedAmmo, NewDrawWeaponInfo, NextWeapon, OutOfAmmo, PawnUnpossessed, PlayIdle, PostBeginPlay, PostNetReceive, PreDrawFPWeapon, PrevWeapon, PutDown, RangedAttackTime, RateSelf, ReadyToFire, RecommendLongRangedAttack, RecommendRangedAttack, RecommendSplashDamage, RecommendWeapon, RefireRate, RenderOverlays, Reselect, ServerStartFire, ServerStopFire, SetAITarget, SetGRI, SetHand, ShootHoop, ShouldFireWithoutTarget, SplashDamage, SplashJump, StartBerserk, StartDebugging, StartFire, StopBerserk, StopFire, StopForceFeedback, SuggestAttackStyle, SuggestDefenseStyle, SuperMaxOutAmmo, SynchronizeWeapon, Timer, WantsZoomFade, WeaponCentered, WeaponChange, WeaponTick, ZeroFlashCount
Inherited Functions from Engine.Inventory
AttachToPawn, Destroyed, DetachFromPawn, DropFrom, GetHumanReadableName, GiveTo, HandlePickupQuery, NextWeapon, OwnerEvent, PickupFunction, PrevWeapon, PrioritizeArmor, RecommendWeapon, RenderOverlays, SelectNext, SetOwnerDisplay, StaticItemName, TravelPostAccept, TravelPreAccept, updaterelative, Use, WeaponChange

States Summary
TickEffects Source code
state TickEffects
Tick


Variables Detail

LastFOV Source code

var transient float LastFOV;

Gfx

ArrowColor Source code

var(Gfx) Color ArrowColor;

borderX Source code

var(Gfx) float borderX;

borderY Source code

var(Gfx) float borderY;

ChargeColor Source code

var(Gfx) Color ChargeColor;

FocusColor Source code

var(Gfx) Color FocusColor;

focusX Source code

var(Gfx) float focusX;

focusY Source code

var(Gfx) float focusY;

innerArrowsX Source code

var(Gfx) float innerArrowsX;

innerArrowsY Source code

var(Gfx) float innerArrowsY;

NoTargetColor Source code

var(Gfx) Color NoTargetColor;

RechargeOrigin Source code

var(Gfx) vector RechargeOrigin;

RechargeSize Source code

var(Gfx) vector RechargeSize;

TargetColor Source code

var(Gfx) Color TargetColor;

testX Source code

var(Gfx) float testX;

testY Source code

var(Gfx) float testY;

SniperRifle

chargeEmitter Source code

var(SniperRifle) xEmitter chargeEmitter;

zoomed Source code

var(SniperRifle) bool zoomed;


Functions Detail

BestMode Source code

function byte BestMode ( ) )

BringUp Source code

simulated function BringUp ( optional Weapon PrevWeapon) )

ClientStartFire Source code

simulated function ClientStartFire ( int mode) )

ClientStopFire Source code

simulated function ClientStopFire ( int mode) )

ClientWeaponThrown Source code

simulated function ClientWeaponThrown ( ) )

Destroyed Source code

simulated function Destroyed ( ) )

GetAIRating Source code

function float GetAIRating ( ) )

IncrementFlashCount Source code

simulated function IncrementFlashCount ( int Mode) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PutDown Source code

simulated function bool PutDown ( ) )

RecommendRangedAttack Source code

function bool RecommendRangedAttack ( ) )

RenderOverlays Source code

simulated event RenderOverlays ( Canvas Canvas ) )

SetZoomBlendColor Source code

simulated function SetZoomBlendColor ( Canvas c) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )

SuggestDefenseStyle Source code

function float SuggestDefenseStyle ( ) )

Tick TickEffects Source code

simulated function Tick ( float t ) )


Defaultproperties

defaultproperties
{
     testX=100.000000
     testY=100.000000
     borderX=60.000000
     borderY=60.000000
     focusX=135.000000
     focusY=105.000000
     innerArrowsX=42.000000
     innerArrowsY=42.000000
     ArrowColor=(R=255,A=255)
     TargetColor=(B=255,G=255,R=255,A=255)
     NoTargetColor=(B=200,G=200,R=200,A=255)
     FocusColor=(B=126,G=90,R=71,A=215)
     ChargeColor=(B=255,G=255,R=255,A=255)
     RechargeOrigin=(X=600.000000,Y=330.000000)
     RechargeSize=(X=10.000000,Y=-180.000000)
     FireModeClass(0)=Class'XWeapons.SniperFire'
     FireModeClass(1)=Class'XWeapons.SniperZoom'
     SelectAnim="Pickup"
     PutDownAnim="PutDown"
     SelectAnimRate=1.250000
     BringUpTime=0.360000
     SelectSound=Sound'WeaponSounds.LightningGun.SwitchToLightningGun'
     SelectForce="SwitchToLightningGun"
     AIRating=0.690000
     CurrentRating=0.690000
     bSniping=True
     bUseOldWeaponMesh=True
     Description="The Lightning Gun is a high-power energy rifle capable of ablating even the heaviest carapace armor. Acquisition of a target at long range requires a steady hand, but the anti-jitter effect of the optical system reduces the weapon's learning curve significantly. Once the target has been acquired, the operator depresses the trigger, painting a proton 'patch' on the target. Milliseconds later the rifle emits a high voltage arc of electricity, which seeks out the charge differential and annihilates the target."
     EffectOffset=(X=100.000000,Y=28.000000,Z=-26.000000)
     DisplayFOV=60.000000
     Priority=10
     HudColor=(B=255,G=170,R=185)
     SmallViewOffset=(X=8.000000,Y=6.300000,Z=-4.000000)
     SmallEffectOffset=(X=92.000000,Y=32.000000,Z=-35.000000)
     CenteredOffsetY=0.000000
     CenteredYaw=-500
     CustomCrosshair=5
     CustomCrossHairColor=(B=165,G=0,R=126)
     CustomCrossHairTextureName="ONSInterface-TX.grenadeLauncherReticle"
     MinReloadPct=0.250000
     InventoryGroup=9
     PickupClass=Class'XWeapons.SniperRiflePickup'
     PlayerViewOffset=(Y=2.300000)
     BobDamping=2.300000
     AttachmentClass=Class'XWeapons.SniperAttachment'
     IconMaterial=Texture'HUDContent.Generic.HUD'
     IconCoords=(X1=246,Y1=182,X2=331,Y2=210)
     ItemName="Lightning Gun"
     LightType=LT_Steady
     LightEffect=LE_NonIncidence
     LightHue=165
     LightSaturation=170
     LightBrightness=255.000000
     LightRadius=5.000000
     LightPeriod=3
     Mesh=SkeletalMesh'Weapons.Sniper_1st'
     DrawScale=0.400000
     HighDetailOverlay=Combiner'UT2004Weapons.WeaponSpecMap2'
}

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Creation time: sk 18-3-2018 09:49:51.496 - Created with UnCodeX