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
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+-- Engine.Actor
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+-- Engine.Inventory
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+-- Engine.Weapon
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+-- GameFramework.GameWeapon
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+-- UTGame.UTWeapon
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+-- UTGame.UTBeamWeapon
Direct Known Subclasses:
UTWeap_LinkGun
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 |
Functions Summary |
 | | AddBeamEmitter ()))
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 | | BeginState (Name PreviousStateName )) WeaponBeamFiring |
 | | DisplayDebug (HUD HUD, out float out_YL, out float out_YPos))
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 | | EndFire (byte FireModeNum)) WeaponBeamFiring |
 | | EndState (Name NextStateName)) WeaponBeamFiring |
 | bool | IsFiring ())) WeaponBeamFiring |
 | | KillBeamEmitter ()))
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 | | OnAnimEnd (AnimNodeSequence SeqNode, float PlayedTime, float ExcessTime)) WeaponBeamFiring |
 | | PlayFireEffects (byte FireModeNum, optional vector HitLocation )) WeaponBeamFiring |
 | | ProcessBeamHit (vector StartTrace, vector AimDir, out ImpactInfo TestImpact, float DeltaTime)
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 | | RefireCheckTimer ())) WeaponBeamFiring |
 | | SetBeamEmitterHidden (bool bHide))
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 | | ShakeView () WeaponBeamFiring |
 | | Tick (float DeltaTime)) WeaponBeamFiring |
 | bool | TryPutDown ())) WeaponBeamFiring |
 | | UpdateBeam (float DeltaTime))
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 | | UpdateBeamEmitter (vector FlashLocation, vector HitNormal, actor HitActor))
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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 |
var name BeamFireAnim[2];
var name BeamPostFireAnim[2];
var name BeamPreFireAnim[2];
var name BeamSockets[2];
BeamWeaponFireWaveForm Source code
var name EndPointParamName;
simulated function AddBeamEmitter ( ) )
BeginState WeaponBeamFiring Source code
simulated function BeginState ( Name PreviousStateName ) )
simulated
function DisplayDebug (
HUD HUD, out
float out_YL, out
float out_YPos) )
EndFire WeaponBeamFiring Source code
simulated function EndFire ( byte FireModeNum) )
EndState WeaponBeamFiring Source code
simulated function EndState ( Name NextStateName) )
IsFiring WeaponBeamFiring Source code
simulated function bool IsFiring ( ) )
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 ) )
simulated
function ProcessBeamHit (
vector StartTrace,
vector AimDir, out
ImpactInfo TestImpact,
float DeltaTime )
RefireCheckTimer WeaponBeamFiring Source code
simulated function RefireCheckTimer ( ) )
simulated function SetBeamEmitterHidden ( bool bHide) )
ShakeView WeaponBeamFiring Source code
simulated function ShakeView ( )
simulated function Tick ( float DeltaTime) )
TryPutDown WeaponBeamFiring Source code
simulated function bool TryPutDown ( ) )
simulated function UpdateBeam ( float DeltaTime) )
simulated
function UpdateBeamEmitter (
vector FlashLocation,
vector HitNormal,
actor HitActor) )
Creation time: sk 18-3-2018 10:00:48.985 - Created with
UnCodeX