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XWeapons.SuperShockRifle

Extends
ShockRifle
Modifiers
HideDropDown CacheExempt

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- XWeapons.ShockRifle
            |   
            +-- XWeapons.SuperShockRifle

Direct Known Subclasses:

ZoomSuperShockRifle

Constants Summary
Inherited Contants from Engine.Weapon
NUM_FIRE_MODES

Variables Summary
Inherited Variables from XWeapons.ShockRifle
bRegisterTarget, bWaitForCombo, ComboStart, ComboTarget, EffectColor
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

Enumerations Summary
Inherited Enumerations from Engine.Weapon
EWeaponClientState

Functions Summary
functionbyte BestMode ()))
function CheckOutOfAmmo ()))
functionbool ConsumeAmmo (int Mode, float load, optional bool bAmountNeededIsMax))
functionfloat GetAIRating ()))
functionfloat RangedAttackTime ()))
event RenderOverlays (Canvas Canvas ))
functionbool StartFire (int mode))
Inherited Functions from XWeapons.ShockRifle
BestMode, DoCombo, GetAIRating, GetEffectStart, PostBeginPlay, RangedAttackTime, RenderOverlays, SetComboTarget, StartFire, SuggestAttackStyle, WeaponCentered
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


Functions Detail

BestMode Source code

function byte BestMode ( ) )

CheckOutOfAmmo Source code

simulated function CheckOutOfAmmo ( ) )

ConsumeAmmo Source code

simulated function bool ConsumeAmmo ( int Mode, float load, optional bool bAmountNeededIsMax) )

GetAIRating Source code

function float GetAIRating ( ) )

RangedAttackTime Source code

function float RangedAttackTime ( ) )

RenderOverlays Source code

simulated event RenderOverlays ( Canvas Canvas ) )

StartFire Source code

simulated function bool StartFire ( int mode) )


Defaultproperties

defaultproperties
{
     FireModeClass(0)=Class'XWeapons.SuperShockBeamFire'
     FireModeClass(1)=Class'XWeapons.SuperShockBeamFire'
     AIRating=1.000000
     bCanThrow=False
     PickupClass=Class'XWeapons.SuperShockRiflePickup'
     ItemName="Super Shock Rifle"
     bNetNotify=False
}

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Creation time: sk 18-3-2018 09:49:53.219 - Created with UnCodeX