UTGame.UTVWeap_NightshadeGun
- Extends
- UTVehicleWeapon
- Modifiers
- abstract hidedropdown native ( Vehicle )
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Inventory
|
+-- Engine.Weapon
|
+-- GameFramework.GameWeapon
|
+-- UTGame.UTWeapon
|
+-- UTGame.UTVehicleWeapon
|
+-- UTGame.UTVWeap_NightshadeGun
Direct Known Subclasses:
UTVWeap_StealthBenderGold_Content, UTVWeap_StealthGunContent
Inherited Variables from UTGame.UTVehicleWeapon |
AimingTraceIgnoredActors, AimTraceRange, AltFireTriggerTags, AltImpactEffects, bCurrentlyZoomed, bDebugTurret, bIgnoreDownwardPitch, bIgnoreSocketPitchRotation, bPlaySoundFromSocket, BulletWhip, CurrentCrosshairScaling, DefaultAltImpactEffect, DefaultImpactEffect, FireTriggerTags, ImpactEffects, LastCorrectAimTime, LastInCorrectAimTime, MaxFinalAimAdjustment, MyVehicle, SeatIndex, VehicleClass |
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 |
Structures Summary |
DeployableData DeployableClass, MaxCnt, DropOffset, Queue |
Inherited Functions from UTGame.UTVehicleWeapon |
Activate, AttachWeaponTo, BeginFire, CanHitDesiredTarget, DetachWeapon, DrawKillIcon, DrawTowingIndicator, DrawWeaponCrosshair, EndFire, EndZoom, GetAdjustedAim, GetCrosshairScaling, GetDesiredAimPoint, GetFireInterval, GetFireStartLocationAndRotation, GetFireTriggerTag, GetImpactEffect, GetMaxFinalAimAdjustment, GetPhysicalFireStartLoc, GetTraceOwner, GetZoomedState, InstantFireEndTrace, InstantFireStartTrace, IsAimCorrect, NotifyVehicleDeployed, NotifyVehicleUndeployed, PostBeginPlay, ProjectileFire, PutDownWeapon, ReplicatedEvent, ServerSetZoom, StartZoom, WeaponPlaySound |
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 |
const NUMDEPLOYABLETYPES = 4;
AltFireModeChangeSound Source code
var bool bBeamHit;
var bool bShowDeployableName;
Counts[NUMDEPLOYABLETYPES] Source code
var int Counts[NUMDEPLOYABLETYPES];
var int DeployableIndex;
DeployableList[NUMDEPLOYABLETYPES] Source code
IconCoords[NUMDEPLOYABLETYPES] Source code
var float LinkBreakDelay;
var float LinkFlexibility;
var int LinkStrength;
var float MinimumDamage;
var float MomentumTransfer;
var float ReaccquireTimer;
var float SavedDamage;
BeginState WeaponBeamFiring Source code
simulated function BeginState ( Name PreviousStateName ) )
function byte BestMode ( ) )
function bool CanHeal (
Actor Other) )
function ChangeDeployableCount ( int InDeployableIndex, int modification) )
simulated function CustomFire ( ) )
function DeployableUsedUp (
Actor ChildDeployable) )
function DeployItem ( ) )
simulated event Destroyed ( ) )
simulated
function DrawWeaponCrosshair (
Hud HUD ) )
EndFire WeaponBeamFiring Source code
simulated function EndFire ( byte FireModeNum) )
EndState WeaponBeamFiring Source code
simulated function EndState ( Name NextStateName) )
simulated function FireAmmunition ( ) )
GetAdjustedFireMode WeaponBeamFiring Source code
simulated function int GetAdjustedFireMode ( ) )
simulated function byte GetDeployableCount ( int InDeployableIndex) )
simulated event
vector GetDesiredAimPoint ( optional out
Actor TargetActor) )
simulated function float GetFireInterval ( byte FireModeNum ) )
simulated function string GetHumanReadableName ( ) )
simulated
function vector GetLinkedToLocation ( ) )
simulated function bool HasAmmo ( byte FireModeNum, optional int Amount ) )
IsFiring WeaponBeamFiring Source code
simulated function bool IsFiring ( ) )
NextAvailableDeployableIndex Source code
simulated function bool NextAvailableDeployableIndex ( int Direction, out int ResultIndex) )
simulated function PostBeginPlay ( ) )
simulated
function ProcessBeamHit (
vector StartTrace,
vector AimDir, out
ImpactInfo TestImpact,
float DeltaTime) )
RefireCheckTimer WeaponBeamFiring Source code
simulated function RefireCheckTimer ( ) )
simulated function bool SelectWeapon ( int WeaponNumber) )
simulated function SendToFiringState ( byte FireModeNum) )
SetCurrentFireMode WeaponBeamFiring Source code
simulated function SetCurrentFireMode ( byte FiringModeNum) )
SetFlashLocation WeaponBeamFiring Source code
function SetFlashLocation (
vector HitLocation) )
simulated function Tick ( float DeltaTime) )
function UnLink ( optional bool bDelayed) )
simulated function UpdateBeam ( float DeltaTime) )
defaultproperties
{
MomentumTransfer=50000.000000
MinimumDamage=5.000000
VehicleHitEffect=(DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount")
MaxFinalAimAdjustment=0.900000
InventoryGroup=5
CurrentRating=0.710000
WeaponFireTypes(1)=EWFT_Custom
FiringStatesArray(0)="WeaponBeamFiring"
FireInterval(0)=0.160000
FireInterval(1)=1.500000
InstantHitDamage(0)=120.000000
bInstantHit=True
WeaponRange=900.000000
Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTVehicleWeapon:FirstPersonMesh'
ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTVehicleWeapon:FirstPersonMesh'
End Object
Mesh=FirstPersonMesh
AIRating=0.710000
ItemName="Nightshade"
Begin Object Class=SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTVehicleWeapon:PickupMesh'
ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTVehicleWeapon:PickupMesh'
End Object
DroppedPickupMesh=PickupMesh
PickupFactoryMesh=PickupMesh
Name="Default__UTVWeap_NightshadeGun"
ObjectArchetype=UTVehicleWeapon'UTGame.Default__UTVehicleWeapon'
}
|
Creation time: sk 18-3-2018 10:01:01.939 - Created with
UnCodeX