Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

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

Constants Summary
NUMDEPLOYABLETYPES=4

Variables Summary
SoundCueAltFireModeChangeSound
boolbBeamHit
boolbShowDeployableName
intCounts[NUMDEPLOYABLETYPES]
intDeployableIndex
DeployableDataDeployableList[NUMDEPLOYABLETYPES]
SoundCueDeployedItemSound
UIRoot.TextureCoordinatesIconCoords[NUMDEPLOYABLETYPES]
floatLinkBreakDelay
PrimitiveComponentLinkedComponent
ActorLinkedTo
floatLinkFlexibility
intLinkStrength
floatMinimumDamage
floatMomentumTransfer
floatReaccquireTimer
floatSavedDamage
MaterialImpactEffectVehicleHitEffect
ActorVictim
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

Enumerations Summary
Inherited Enumerations from UTGame.UTWeapon
AmmoWidgetDisplayStyle, EZoomState

Structures Summary
DeployableData
DeployableClass, MaxCnt, DropOffset, Queue

Functions Summary
function AttemptLinkTo (Actor Who, PrimitiveComponent HitComponent))
function BeginState (Name PreviousStateName ))
WeaponBeamFiring
functionbyte BestMode ()))
functionbool CanHeal (Actor Other))
function ChangeDeployableCount (int InDeployableIndex, int modification))
function CustomFire ()))
function DeployableUsedUp (Actor ChildDeployable))
function DeployItem ()))
event Destroyed ()))
function DrawWeaponCrosshair (Hud HUD ))
function EndFire (byte FireModeNum))
WeaponBeamFiring
function EndState (Name NextStateName))
WeaponBeamFiring
function FireAmmunition ()))
functionint GetAdjustedFireMode ()))
WeaponBeamFiring
functionbyte GetDeployableCount (int InDeployableIndex))
eventvector GetDesiredAimPoint (optional out Actor TargetActor))
functionfloat GetFireInterval (byte FireModeNum ))
functionstring GetHumanReadableName ()))
functionMaterialImpactEffect GetImpactEffect (Actor HitActor, PhysicalMaterial HitMaterial, byte FireModeNum))
functionvector GetLinkedToLocation ()))
functionbool HasAmmo (byte FireModeNum, optional int Amount ))
functionbool IsFiring ()))
WeaponBeamFiring
functionbool NextAvailableDeployableIndex (int Direction, out int ResultIndex))
function PostBeginPlay ()))
function ProcessBeamHit (vector StartTrace, vector AimDir, out ImpactInfo TestImpact, float DeltaTime))
function RefireCheckTimer ()))
WeaponBeamFiring
functionbool SelectWeapon (int WeaponNumber))
function SendToFiringState (byte FireModeNum))
function SetCurrentFireMode (byte FiringModeNum))
WeaponBeamFiring
function SetFlashLocation (vector HitLocation))
WeaponBeamFiring
function Tick (float DeltaTime))
WeaponBeamFiring
function UnLink (optional bool bDelayed))
function UpdateBeam (float DeltaTime))
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

States Summary
WeaponBeamFiring Source code
simulated state WeaponBeamFiring
/********************************************************************************************* * State WeaponFiring * See UTWeapon.WeaponFiring *********************************************************************************************/
BeginState, EndFire, EndState, GetAdjustedFireMode, IsFiring, RefireCheckTimer, SetCurrentFireMode, SetFlashLocation, Tick


Constants Detail

NUMDEPLOYABLETYPES Source code

const NUMDEPLOYABLETYPES = 4;


Variables Detail

AltFireModeChangeSound Source code

var SoundCue AltFireModeChangeSound;
The sound to play when alt-fire mode is changed

bBeamHit Source code

var bool bBeamHit;
true if beam currently hitting target

bShowDeployableName Source code

var bool bShowDeployableName;

Counts[NUMDEPLOYABLETYPES] Source code

var int Counts[NUMDEPLOYABLETYPES];

DeployableIndex Source code

var int DeployableIndex;

DeployableList[NUMDEPLOYABLETYPES] Source code

var DeployableData DeployableList[NUMDEPLOYABLETYPES];

DeployedItemSound Source code

var SoundCue DeployedItemSound;
Sound to play when an item is deployed

IconCoords[NUMDEPLOYABLETYPES] Source code

var UIRoot.TextureCoordinates IconCoords[NUMDEPLOYABLETYPES];
Holds the text UV's for each icon

LinkBreakDelay Source code

var float LinkBreakDelay;
Holds the amount of time to maintain the link before breaking it. This is important so that you can pass through

LinkedComponent Source code

var PrimitiveComponent LinkedComponent;
Holds the component we hit on the linked pawn, for determining the linked beam endpoint on multi-component actors (such as Onslaught powernodes)

LinkedTo Source code

var Actor LinkedTo;
Holds the Pawn that this weapon is linked to.

LinkFlexibility Source code

var float LinkFlexibility;
Holds the amount of flexibility of the link beam

LinkStrength Source code

var int LinkStrength;
Holds the current strength (in #s) of the link

MinimumDamage Source code

var float MinimumDamage;
minimum SavedDamage before we actually apply it (needs to be large enough to counter any scaling factors that might reduce to below 1)

MomentumTransfer Source code

var float MomentumTransfer;
Momentum transfer for link beam (per second)

ReaccquireTimer Source code

var float ReaccquireTimer;
This is a time used with LinkBrekaDelay above

SavedDamage Source code

var float SavedDamage;
saved partial damage (in case of high frame rate

VehicleHitEffect Source code

var MaterialImpactEffect VehicleHitEffect;

Victim Source code

var Actor Victim;
Holds the Actor currently being hit by the beam


Structures Detail

DeployableData Source code

struct DeployableData
{
var class<UTDeployable> DeployableClass;
var vector DropOffset;
var byte MaxCnt;
var array<Actor> Queue;
};

DeployableClass:
Class of the actors that can be deployed (team specific)
DropOffset:
How far away from the vehicle should it be dropped
MaxCnt:
The Maximum number of deployables available to drop. Limited to 15


Functions Detail

AttemptLinkTo Source code

function AttemptLinkTo ( Actor Who, PrimitiveComponent HitComponent) )
This function looks at how the beam is hitting and determines if this person is linkable

BeginState WeaponBeamFiring Source code

simulated function BeginState ( Name PreviousStateName ) )

BestMode Source code

function byte BestMode ( ) )

CanHeal Source code

function bool CanHeal ( Actor Other) )

ChangeDeployableCount Source code

function ChangeDeployableCount ( int InDeployableIndex, int modification) )
Adjust the amount of ammo available for the deployable 'ammo' by the modification value

CustomFire Source code

simulated function CustomFire ( ) )

DeployableUsedUp Source code

function DeployableUsedUp ( Actor ChildDeployable) )

DeployItem Source code

function DeployItem ( ) )

Destroyed Source code

simulated event Destroyed ( ) )

DrawWeaponCrosshair Source code

simulated function DrawWeaponCrosshair ( Hud HUD ) )

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

FireAmmunition Source code

simulated function FireAmmunition ( ) )

GetAdjustedFireMode WeaponBeamFiring Source code

simulated function int GetAdjustedFireMode ( ) )

GetDeployableCount Source code

simulated function byte GetDeployableCount ( int InDeployableIndex) )
Return the amount of deployable 'ammo' available

GetDesiredAimPoint Source code

simulated event vector GetDesiredAimPoint ( optional out Actor TargetActor) )
GetDesiredAimPoint - Returns the desired aim given the current controller
@param TargetActor (out) - if specified, set to the actor being aimed at
@return The location the controller is aiming at

GetFireInterval Source code

simulated function float GetFireInterval ( byte FireModeNum ) )

GetHumanReadableName Source code

simulated function string GetHumanReadableName ( ) )

GetImpactEffect Source code

simulated static function MaterialImpactEffect GetImpactEffect ( Actor HitActor, PhysicalMaterial HitMaterial, byte FireModeNum) )

GetLinkedToLocation Source code

simulated function vector GetLinkedToLocation ( ) )
Returns a vector that specifics the point of linking.

HasAmmo Source code

simulated function bool HasAmmo ( byte FireModeNum, optional int Amount ) )
This function checks to see if the weapon has any ammo available for a given fire mode.
@param FireModeNum - The Fire Mode to Test For
@param Amount - [Optional] Check to see if this amount is available. If 0 it will default to checking for the ShotCost

IsFiring WeaponBeamFiring Source code

simulated function bool IsFiring ( ) )

NextAvailableDeployableIndex Source code

simulated function bool NextAvailableDeployableIndex ( int Direction, out int ResultIndex) )
Returns index of next available deployable

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

ProcessBeamHit Source code

simulated function ProcessBeamHit ( vector StartTrace, vector AimDir, out ImpactInfo TestImpact, float DeltaTime) )
Process the hit info

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()

SelectWeapon Source code

simulated function bool SelectWeapon ( int WeaponNumber) )

SendToFiringState Source code

simulated function SendToFiringState ( byte FireModeNum) )
Send weapon to proper firing state Also sets the CurrentFireMode. Network: LocalPlayer and Server
@param FireModeNum Fire Mode.

SetCurrentFireMode WeaponBeamFiring Source code

simulated function SetCurrentFireMode ( byte FiringModeNum) )

SetFlashLocation WeaponBeamFiring Source code

function SetFlashLocation ( vector HitLocation) )

Tick WeaponBeamFiring Source code

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

UnLink Source code

function UnLink ( optional bool bDelayed) )
Unlink this weapon from it's parent. If bDelayed is true, it will give a short delay before unlinking to allow the player to re-establish the link

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.


Defaultproperties

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'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: sk 18-3-2018 10:01:01.939 - Created with UnCodeX