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

UTGame.UTVWeap_SPMACannon

Extends
UTVehicleWeapon
Modifiers
native ( Vehicle ) abstract HideDropDown

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_SPMACannon

Direct Known Subclasses:

UTVWeap_SPMACannon_Content

Variables Summary
boolbCanHitTargetVector
SoundCueBoomSound
SoundCueIncomingSound
vectorIncomingTargetLoc
floatLastCanAttackTime
SoundCueReadyToFireSound
UTProj_SPMACameraRemoteCamera
vectorTargetVelocity
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

Functions Summary
function BeginFire (byte FireModeNum))
functionbyte BestMode ()))
event CalcTargetVelocity ()))
functionbool CanAttack (Actor Other))
function DisconnectCamera (UTProj_SPMACamera Camera))
function DrawWeaponCrosshair (Hud HUD ))
functionbool EnableFriendlyWarningCrosshair ()))
eventvector GetPhysFireStartLocation ()))
eventfloat GetPowerPerc ()))
functionclass<ProjectileGetProjectileClass ()))
function HolderDied ()))
eventbool IsAimCorrect ()))
function PlayIncomingSound ()))
function PostBeginPlay ()))
functionProjectile ProjectileFire ()))
functionfloat RangedAttackTime ()))
functionbool RecommendLongRangedAttack ()))
event RefireCheckTimer ()))
WeaponFiring
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
WeaponFiring Source code
simulated state WeaponFiring
RefireCheckTimer


Variables Detail

bCanHitTargetVector Source code

var bool bCanHitTargetVector;

BoomSound Source code

var SoundCue BoomSound;

IncomingSound Source code

var SoundCue IncomingSound;

IncomingTargetLoc Source code

var vector IncomingTargetLoc;

LastCanAttackTime Source code

var float LastCanAttackTime;

ReadyToFireSound Source code

var SoundCue ReadyToFireSound;

RemoteCamera Source code

var UTProj_SPMACamera RemoteCamera;
Holds a link to the remote camera

TargetVelocity Source code

var vector TargetVelocity;


Functions Detail

BeginFire Source code

simulated function BeginFire ( byte FireModeNum) )
Override BeginFire and restrict firing when the vehicle isn't deployed @Param FireModeNum 0 = Fire | 1 = AltFire

BestMode Source code

function byte BestMode ( ) )

CalcTargetVelocity Source code

simulated event CalcTargetVelocity ( ) )
Calculates the velocity needed to lob a SPMA shell to a destination. Returns true if the SPMA can hit the currently target vector

CanAttack Source code

function bool CanAttack ( Actor Other) )

DisconnectCamera Source code

function DisconnectCamera ( UTProj_SPMACamera Camera) )
Called by a SPMA camera projectile, this handles the disconnection in terms of the gun and the vehicle/pawn. @Param Camera The remote camera to disconnect

DrawWeaponCrosshair Source code

simulated function DrawWeaponCrosshair ( Hud HUD ) )

EnableFriendlyWarningCrosshair Source code

simulated function bool EnableFriendlyWarningCrosshair ( ) )
Don't show the 'friendly dont shoot' indicator when aiming to fire a camera.

GetPhysFireStartLocation Source code

simulated event vector GetPhysFireStartLocation ( ) )

GetPowerPerc Source code

simulated event float GetPowerPerc ( ) )

GetProjectileClass Source code

function class<Projectile> GetProjectileClass ( ) )
If we do not have a camera out, force a camera

HolderDied Source code

function HolderDied ( ) )

IsAimCorrect Source code

simulated event bool IsAimCorrect ( ) )
IsAimCorrect - Returns true if the turret associated with a given seat is aiming correctly
@return TRUE if we can hit where the controller is aiming

PlayIncomingSound Source code

function PlayIncomingSound ( ) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

ProjectileFire Source code

simulated function Projectile ProjectileFire ( ) )
In the case of Alt-Fire, handle the camera

RangedAttackTime Source code

function float RangedAttackTime ( ) )

RecommendLongRangedAttack Source code

function bool RecommendLongRangedAttack ( ) )

RefireCheckTimer WeaponFiring Source code

simulated event RefireCheckTimer ( ) )
Play sound effect when weapon is ready to fire


Defaultproperties

defaultproperties
{
   ReadyToFireSound=SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_SeekLock_Cue'
   AmmoDisplayType=EAWDS_BarGraph
   Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTVehicleWeapon:FirstPersonMesh'
      ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTVehicleWeapon:FirstPersonMesh'
   End Object
   Mesh=FirstPersonMesh
   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_SPMACannon"
   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 10:01:02.039 - Created with UnCodeX