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UTGame.UTBeamWeapon

Extends
UTWeapon
Modifiers
abstract

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. BeamWeapons have at least 1 firing state set to WeaponBeamFiring. This class contains all of the basics needed for that type of weapon

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- GameFramework.GameWeapon
            |   
            +-- UTGame.UTWeapon
               |   
               +-- UTGame.UTBeamWeapon

Direct Known Subclasses:

UTWeap_LinkGun

Variables Summary
ParticleSystemComponentBeamEmitter[2]
nameBeamFireAnim[2]
nameBeamPostFireAnim[2]
nameBeamPreFireAnim[2]
nameBeamSockets[2]
particleSystemBeamTemplate[2]
ForceFeedbackWaveformBeamWeaponFireWaveForm
nameEndPointParamName
Inherited Variables from UTGame.UTWeapon
AdditionalHintString, AimError, AimingHelpRadius[2], AmmoCount, AmmoDisplayType, AmmoPickupClass, AmmoRechargeRate, ArmFireAnim, ArmIdleAnims, ArmsAnimSet, ArmsEquipAnim, ArmsPutDownAnim, AttachmentClass, bAllowFiringWithoutController, bAutoCharge, bCanDestroyBarricades, bConsiderProjectileAcceleration, bDebugWeapon, bExportMenuData, bFastRepeater, bForceHidden, bHasLocationSpeech, bLeadTarget, bLockedAimWhileFiring, bMuzzleFlashAttached, bMuzzleFlashPSCLoops, bNeverForwardPendingFire, BobDamping, bPendingShow, bRecommendSplashDamage, bShowAltMuzzlePSCWhenWeaponHidden, bSmallWeapons, bSniping, bSplashJump, bSuperWeapon, bSuppressSounds, bTargetAdhesionEnabled, bTargetFrictionEnabled, bUseCustomCoordinates, bUsesOffhand, bUsingAimingHelp, bWarnIfInLocker, bWasLocked, bZoomedFireMode, CrosshairColor, CrossHairCoordinates, CrosshairImage, CrosshairScaling, CrouchHintString, CurrentLockedScale, CurrentRating, CustomCrosshairCoordinates, DroppedPickupOffsetZ, EffectSockets, FinalLockedScale, FireCameraAnim, GroupWeight, HiddenWeaponsOffset, HitEnemy, IconCoordinates, IconHeight, IconWidth, IconX, IconY, InventoryGroup, InventoryWeight, JumpDamping, JumpHintString, LastHitEnemyTime, LastRotation, LastRotUpdate, LastWeaponFireTime, LocationSpeech, LockedCrossHairCoordinates, LockedScaleTime, LockedStartTime, LockerAmmoCount, LockerOffset, LockerRotation, MaxAmmoCount, MaxPitchLag, MaxYawLag, MinReloadPct, MuzzleFlashAltPSCTemplate, MuzzleFlashColor, MuzzleFlashDuration, MuzzleFlashLight, MuzzleFlashLightClass, MuzzleFlashPSC, MuzzleFlashPSCTemplate, MuzzleFlashSocket, NeedToPickUpAnnouncement, OldLeadMag[2], OldMaxDiff[2], OldRotDiff[2], OverlayMesh, PartialCharge, PivotTranslation, PlayerViewOffset, PrimaryFireHintString, ProjectileSpawnOffset, QuickPickGroup, QuickPickWeight, ReturnChgSpeed, RotChgSpeed, SecondaryFireHintString, ShotCost, SimpleCrossHairCoordinates, SmallWeaponsOffset, StartLockedScale, SwitchAbortTime, TargetAdhesionAimDistY, TargetAdhesionAimDistZ, TargetAdhesionDistanceMax, TargetAdhesionPlayerVelocityMin, TargetAdhesionScaleAmountMin, TargetAdhesionScaleRange, TargetAdhesionTargetVelocityMin, TargetAdhesionTimeMax, TargetAdhesionZoomedBoostValue, TargetFrictionDistanceCurve, TargetFrictionDistanceMax, TargetFrictionDistanceMin, TargetFrictionDistancePeak, TargetFrictionMultiplierRange, TargetFrictionOffset, TargetFrictionPeakHeightScale, TargetFrictionPeakRadiusScale, TargetFrictionZoomedBoostValue, UseHintString, WeaponCanvasXPct, WeaponCanvasYPct, WeaponColor, WeaponEquipAnim, WeaponEquipSnd, WeaponFireAnim, WeaponFireSnd, WeaponFireWaveForm, WeaponIdleAnims, WeaponPutDownAnim, WeaponPutDownSnd, WideScreenOffsetScaling, WidescreenRotationOffset, ZoomedFireModeNum, ZoomedRate, ZoomedTargetFOV, ZoomedTurnSpeedScalePct, ZoomFadeTime, ZoomInSound, ZoomOutSound

Enumerations Summary
Inherited Enumerations from UTGame.UTWeapon
AmmoWidgetDisplayStyle, EZoomState

Functions Summary
function AddBeamEmitter ()))
function BeginState (Name PreviousStateName ))
WeaponBeamFiring
function DisplayDebug (HUD HUD, out float out_YL, out float out_YPos))
function EndFire (byte FireModeNum))
WeaponBeamFiring
function EndState (Name NextStateName))
WeaponBeamFiring
functionbool IsFiring ()))
WeaponBeamFiring
function KillBeamEmitter ()))
event OnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime))
WeaponBeamFiring
function PlayFireEffects (byte FireModeNum, optional vector HitLocation ))
WeaponBeamFiring
function ProcessBeamHit (vector StartTrace, vector AimDir, out ImpactInfo TestImpact, float DeltaTime)
function RefireCheckTimer ()))
WeaponBeamFiring
function SetBeamEmitterHidden (bool bHide))
function ShakeView ()
WeaponBeamFiring
function Tick (float DeltaTime))
WeaponBeamFiring
functionbool TryPutDown ()))
WeaponBeamFiring
function UpdateBeam (float DeltaTime))
function UpdateBeamEmitter (vector FlashLocation, vector HitNormal, actor HitActor))
Inherited Functions from UTGame.UTWeapon
Activate, ActiveRenderOverlays, AddAmmo, AdjustPlayerDamage, AdjustWeaponTimingForConsole, AllowSwitchTo, AmmoMaxed, AttachMuzzleFlash, AttachWeaponTo, BeginFire, BeginState, BestMode, BotDesireability, bReadyToFire, CalcInventoryWeight, CanAttack, CanHeal, CanThrow, CanViewAccelerationWhenFiring, CauseMuzzleFlash, CauseMuzzleFlashLight, ChangeVisibility, CheckZoom, ClientEndFire, ClientWeaponSet, ClientWeaponThrown, ConsumeAmmo, CoversScreenSpace, CreateOverlayMesh, DenyClientWeaponSet, DenyPickupQuery, DesireAmmo, Destroyed, DetachMuzzleFlash, DetachWeapon, DetourWeight, DisplayDebug, DrawKillIcon, DrawLockedOn, DrawWeaponCrosshair, DropFrom, EnableFriendlyWarningCrosshair, EndFire, EndState, EndZoom, EnsureWeaponOverlayComponentLast, FireAmmunition, FireHack, FireOnRelease, FiringPutDownWeapon, GetAmmoCount, GetArmAnimNodeSeq, GetEffectLocation, GetEquipTime, GetFireInterval, GetHand, GetOptimalRangeFor, GetOwnerName, GetPhysicalFireStartLoc, GetPowerPerc, GetViewAxes, GetWeaponRating, GetZoomedState, GivenTo, HasAmmo, HasAnyAmmo, HolderEnteredVehicle, InstantAimHelp, InstantFire, InstantFireEndTrace, InstantFireStartTrace, IsFullyCharged, LagRot, Loaded, MuzzleFlashTimer, NeedAmmo, OnAnimEnd, PerformWeaponChange, PlayArmAnimation, PlayFireEffects, PlayFiringSound, PlayWeaponAnimation, PlayWeaponEquip, PlayWeaponPutDown, PostBeginPlay, PreloadTextures, ProcessInstantHit, ProjectileFire, ReadyToFire, RefireCheckTimer, ReplicatedEvent, SendToFiringState, ServerReselectWeapon, ServerStartFire, SetMuzzleFlashParams, SetPosition, SetSkin, SetupArmsAnim, SetWeaponOverlayFlags, ShakeView, ShouldFireWithoutTarget, ShouldLagRot, ShouldSwitchTo, SplashJump, StartFire, StartZoom, StillFiring, StopFireEffects, StopMuzzleFlash, ThrottleLook, TimeWeaponEquipping, TimeWeaponPutDown, TryPutDown, WeaponEmpty, WeaponEquipAborted, WeaponPlaySound

States Summary
WeaponBeamFiring Source code
simulated state WeaponBeamFiring
/********************************************************************************************* * State WeaponFiring * See UTWeapon.WeaponFiring *********************************************************************************************/
BeginState, EndFire, EndState, IsFiring, OnAnimEnd, PlayFireEffects, RefireCheckTimer, ShakeView, Tick, TryPutDown


Variables Detail

BeamEmitter[2] Source code

var ParticleSystemComponent BeamEmitter[2];
Holds the Emitter for the Beam

BeamFireAnim[2] Source code

var name BeamFireAnim[2];

BeamPostFireAnim[2] Source code

var name BeamPostFireAnim[2];

BeamPreFireAnim[2] Source code

var name BeamPreFireAnim[2];
Animations to play before firing the beam

BeamSockets[2] Source code

var name BeamSockets[2];
Where to attach the Beam

BeamTemplate[2] Source code

var particleSystem BeamTemplate[2];
The Particle System Template for the Beam

BeamWeaponFireWaveForm Source code

var ForceFeedbackWaveform BeamWeaponFireWaveForm;

EndPointParamName Source code

var name EndPointParamName;
The name of the EndPoint parameter


Functions Detail

AddBeamEmitter Source code

simulated function AddBeamEmitter ( ) )

BeginState WeaponBeamFiring Source code

simulated function BeginState ( Name PreviousStateName ) )

DisplayDebug Source code

simulated function DisplayDebug ( HUD HUD, out float out_YL, out float out_YPos) )

EndFire WeaponBeamFiring Source code

simulated function EndFire ( byte FireModeNum) )
When done firing, we have to make sure we unlink the weapon.

EndState WeaponBeamFiring Source code

simulated function EndState ( Name NextStateName) )
When leaving the state, shut everything down

IsFiring WeaponBeamFiring Source code

simulated function bool IsFiring ( ) )

KillBeamEmitter Source code

simulated function KillBeamEmitter ( ) )

OnAnimEnd WeaponBeamFiring Source code

event OnAnimEnd ( AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime) )

PlayFireEffects WeaponBeamFiring Source code

simulated function PlayFireEffects ( byte FireModeNum, optional vector HitLocation ) )

ProcessBeamHit Source code

simulated function ProcessBeamHit ( vector StartTrace, vector AimDir, out ImpactInfo TestImpact, float DeltaTime )

RefireCheckTimer WeaponBeamFiring Source code

simulated function RefireCheckTimer ( ) )
In this weapon, RefireCheckTimer consumes ammo and deals out health/damage. It's not concerned with the effects. They are handled in the tick()

SetBeamEmitterHidden Source code

simulated function SetBeamEmitterHidden ( bool bHide) )

ShakeView WeaponBeamFiring Source code

simulated function ShakeView ( )
view shaking for the beam mode is handled in RefireCheckTimer()

Tick WeaponBeamFiring Source code

simulated function Tick ( float DeltaTime) )
Update the beam and handle the effects

TryPutDown WeaponBeamFiring Source code

simulated function bool TryPutDown ( ) )

UpdateBeam Source code

simulated function UpdateBeam ( float DeltaTime) )
This function looks at who/what the beam is touching and deals with it accordingly. bInfoOnly is true when this function is called from a Tick. It causes the link portion to execute, but no damage/health is dealt out.

UpdateBeamEmitter Source code

simulated function UpdateBeamEmitter ( vector FlashLocation, vector HitNormal, actor HitActor) )


Defaultproperties

defaultproperties
{
   Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
      ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
   End Object
   Mesh=FirstPersonMesh
   Begin Object Class=SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh'
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh'
   End Object
   DroppedPickupMesh=PickupMesh
   PickupFactoryMesh=PickupMesh
   Name="Default__UTBeamWeapon"
   ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon'
}

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Creation time: sk 18-3-2018 10:00:48.985 - Created with UnCodeX