UTGame.UTVehicleWeapon
- Extends
- UTWeapon
- Modifiers
- abstract native ( Vehicle ) nativereplication dependson ( UTPhysicalMaterialProperty )
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
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.UTVehicleWeapon
Direct Known Subclasses:
UTVWeap_CicadaMissileLauncher, UTVWeap_CicadaTurret, UTVWeap_DarkWalkerPassGun, UTVWeap_DarkWalkerTurret, UTVWeap_FuryGun, UTVWeap_GoliathMachineGun, UTVWeap_GoliathTurret, UTVWeap_HellBenderPrimary, UTVWeap_LeviathanPrimary, UTVWeap_LeviathanTurretBase, UTVWeap_MantaGun, UTVWeap_NemesisTurret, UTVWeap_NightshadeGun, UTVWeap_PaladinGun, UTVWeap_RaptorGun, UTVWeap_RocketTurret, UTVWeap_ScavengerGun, UTVWeap_ScorpionTurret, UTVWeap_ShockTurretBase, UTVWeap_SPMACannon, UTVWeap_TowCable, UTVWeap_TurretPrimary, UTVWeap_TurretShock, UTVWeap_TurretStinger, UTVWeap_ViperGun
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 |
 | | Activate ()))
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 | | AttachWeaponTo (SkeletalMeshComponent MeshCpnt, optional Name SocketName)
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 | | BeginFire (byte FireModeNum))
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 | bool | CanHitDesiredTarget (vector SocketLocation, rotator SocketRotation, vector DesiredAimPoint, Actor TargetActor, out vector RealAimPoint))
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 | | DetachWeapon ()
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 | | DrawKillIcon (Canvas Canvas, float ScreenX, float ScreenY, float HUDScaleX, float HUDScaleY))
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 | | DrawTowingIndicator (Hud HUD, Float CenterSize))
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 | | DrawWeaponCrosshair (Hud HUD ))
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 | | EndFire (byte FireModeNum))
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 | | EndZoom (UTPlayerController PC))
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 | Rotator | GetAdjustedAim (vector StartFireLoc ))
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 | | GetCrosshairScaling (Hud HUD))
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 | vector | GetDesiredAimPoint (optional out Actor TargetActor))
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 | float | GetFireInterval (byte FireModeNum ))
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 | | GetFireStartLocationAndRotation (out vector StartLocation, out rotator StartRotation))
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 | Name | GetFireTriggerTag (int BarrelIndex, int FireMode))
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 | MaterialImpactEffect | GetImpactEffect (Actor HitActor, PhysicalMaterial HitMaterial, byte FireModeNum))
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 | float | GetMaxFinalAimAdjustment ()))
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 | Vector | GetPhysicalFireStartLoc (optional vector AimDir))
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 | Actor | GetTraceOwner ()))
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 | EZoomState | GetZoomedState ()))
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 | vector | InstantFireEndTrace (vector StartTrace))
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 | vector | InstantFireStartTrace ()))
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 | bool | IsAimCorrect ()))
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 | | NotifyVehicleDeployed ()
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 | | NotifyVehicleUndeployed ()
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 | | PostBeginPlay ()))
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 | Projectile | ProjectileFire ()))
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 | | PutDownWeapon ()))
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 | | ReplicatedEvent (name VarName))
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 | | ServerSetZoom (bool bNowZoomed))
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 | | StartZoom (UTPlayerController PC))
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 | | WeaponPlaySound (SoundCue Sound, optional float NoiseLoudness ))
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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 |
AimingTraceIgnoredActors Source code
var array<
Actor> AimingTraceIgnoredActors;
var float AimTraceRange;
var array<name> AltFireTriggerTags;
var bool bCurrentlyZoomed;
var bool bDebugTurret;
var bool bIgnoreDownwardPitch;
bIgnoreSocketPitchRotation Source code
var bool bIgnoreSocketPitchRotation;
var bool bPlaySoundFromSocket;
CurrentCrosshairScaling Source code
var float CurrentCrosshairScaling;
DefaultAltImpactEffect Source code
var array<name> FireTriggerTags;
var float LastCorrectAimTime;
var float LastInCorrectAimTime;
var float MaxFinalAimAdjustment;
var int SeatIndex;
simulated function Activate ( ) )
simulated function BeginFire ( byte FireModeNum) )
simulated
function bool CanHitDesiredTarget (
vector SocketLocation,
rotator SocketRotation,
vector DesiredAimPoint,
Actor TargetActor, out
vector RealAimPoint) )
simulated function DetachWeapon ( )
simulated static
function DrawKillIcon (
Canvas Canvas,
float ScreenX,
float ScreenY,
float HUDScaleX,
float HUDScaleY) )
simulated
function DrawTowingIndicator (
Hud HUD,
Float CenterSize) )
simulated
function DrawWeaponCrosshair (
Hud HUD ) )
simulated function EndFire ( byte FireModeNum) )
simulated
function Rotator GetAdjustedAim (
vector StartFireLoc ) )
simulated
function GetCrosshairScaling (
Hud HUD) )
simulated event
vector GetDesiredAimPoint ( optional out
Actor TargetActor) )
simulated function float GetFireInterval ( byte FireModeNum ) )
GetFireStartLocationAndRotation Source code
simulated
function GetFireStartLocationAndRotation ( out
vector StartLocation, out
rotator StartRotation) )
simulated static function Name GetFireTriggerTag ( int BarrelIndex, int FireMode) )
GetMaxFinalAimAdjustment Source code
simulated function float GetMaxFinalAimAdjustment ( ) )
GetPhysicalFireStartLoc Source code
simulated
function Vector GetPhysicalFireStartLoc ( optional
vector AimDir) )
simulated
function Actor GetTraceOwner ( ) )
simulated
function EZoomState GetZoomedState ( ) )
simulated
function vector InstantFireEndTrace (
vector StartTrace) )
simulated
function vector InstantFireStartTrace ( ) )
simulated event bool IsAimCorrect ( ) )
simulated function NotifyVehicleDeployed ( )
NotifyVehicleUndeployed Source code
simulated function NotifyVehicleUndeployed ( )
simulated function PostBeginPlay ( ) )
simulated
function Projectile ProjectileFire ( ) )
simulated function PutDownWeapon ( ) )
simulated event ReplicatedEvent ( name VarName) )
reliable server function ServerSetZoom ( bool bNowZoomed) )
simulated
function WeaponPlaySound (
SoundCue Sound, optional
float NoiseLoudness ) )
defaultproperties
{
DefaultImpactEffect=(DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount")
DefaultAltImpactEffect=(DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount")
MaxFinalAimAdjustment=0.995000
bExportMenuData=False
ShotCost(0)=0
ShotCost(1)=0
CrossHairCoordinates=(U=320.000000,V=320.000000,UL=60.000000,VL=56.000000)
InventoryGroup=100
GroupWeight=0.500000
aimerror=600.000000
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
TickGroup=TG_PostAsyncWork
Name="Default__UTVehicleWeapon"
ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon'
}
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Creation time: sk 18-3-2018 10:01:00.555 - Created with
UnCodeX