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UTGame.UTWeap_Avril

Extends
UTWeapon
Modifiers
native abstract

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- GameFramework.GameWeapon
            |   
            +-- UTGame.UTWeapon
               |   
               +-- UTGame.UTWeap_Avril

Direct Known Subclasses:

UTWeap_Avril_Content

Variables Summary
boolbLockedOnTarget
boolbTargetingLaserActive
boolbTargetLockingActive
floatConsoleLockAim
floatDeferredReloadTime
floatFireTime
ParticleSystemComponentLaserEffect
floatLastLockedOnTime
floatLastTargetedProjectilesCheckTime
floatLastTargetLockCheckTime
floatLastValidTargetTime
SoundCueLockAcquiredSound
floatLockAim
ActorLockedTarget
SoundCueLockLostSound
intMaxControlledProjectiles
UTProj_AvrilRocketBaseMyRocket
nameNoAmmoWeaponPutDownAnim
ActorPendingLockedTarget
floatPendingLockedTargetTime
floatReloadAnimSpeed
SoundCueReloadCue
AudioComponentReloadSound
floatReloadTime
array<UTProjectile>TargetedProjectiles
SoundCueTargetingLaserAmbientSound
SoundCueTargetingLaserStartSound
SoundCueTargetingLaserStopSound
nameWeaponReloadAnim
Locking
floatLockAcquireTime
floatLockCheckTime
intLockRange
floatLockTolerance
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 ActiveRenderOverlays (HUD H ))
event AdjustLockTarget (actor NewLockTarget))
function AttachWeaponTo (SkeletalMeshComponent MeshCpnt, optional Name SocketName))
function BeginFire (byte FireModeNum))
event BeginState (name PreviousStateName))
Inactive
functionbyte BestMode ()))
functionbool CanLockOnTo (Actor TA)
functionbool CanThrow ()))
functionbool CanThrow ()))
WeaponFiring
function CheckLockZoom ()))
function CheckTargetLock ()
functionbool CheckZoom (byte FireModeNum))
event Destroyed ()))
function EndFire (byte FireModeNum))
event EndState (Name NextStateName))
Inactive
event EndState (Name NextStateName ))
WeaponFiring
function FastReload ()))
function FindTargetedProjectiles (vector TargetLocation, out array<UTSpiderMineTrap> Traps))
functionfloat GetAIRating ()))
functionfloat GetEquipTime ()))
function GetWeaponDebug (out Array DebugInfo ))
functionbool PassThroughDamage (Actor HitActor))
function PlayFireEffects (byte FireModeNum, optional vector HitLocation ))
function PlayReloadAnim (optional float ReloadOverrideTime))
function PlayWeaponEquip ()))
function PlayWeaponPutDown ()))
functionProjectile ProjectileFire ()))
function PutDownWeapon ()))
functionbool RecommendRangedAttack ()))
function RefireCheckTimer ()))
WeaponFiring
functionfloat RelativeStrengthVersus (Pawn P, float Dist))
function ReplicatedEvent (name VarName))
function RocketDestroyed (UTProj_AvrilRocketBase Rocket))
event SetPosition (UTPawn Holder))
function SetRocketTarget ()))
functionbool ShouldLagRot ()))
Active
functionfloat SuggestAttackStyle ()))
functionfloat SuggestDefenseStyle ()))
function Tick (float DeltaTime))
functionbool TryPutDown ()))
functionbool TryPutDown ()))
WeaponEquipping
function UpdateLockTarget (Actor NewLockTarget)
function UpdateTargetingLaser ()))
function WeaponCalcCamera (float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot))
function WeaponEmpty ()))
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
Active Source code
state Active
ShouldLagRot
Inactive Source code
auto simulated state Inactive
BeginState, EndState
WeaponEquipping Source code
simulated state WeaponEquipping
TryPutDown
WeaponFiring Source code
simulated state WeaponFiring
CanThrow, EndState, RefireCheckTimer


Variables Detail

bLockedOnTarget Source code

var bool bLockedOnTarget;
When true, this weapon is locked on target

bTargetingLaserActive Source code

var bool bTargetingLaserActive;
set when holding altfire for targeting laser (can't use normal state system because it can fire simultaneously with primary)

bTargetLockingActive Source code

var bool bTargetLockingActive;
If true, weapon will try to lock onto targets

ConsoleLockAim Source code

var float ConsoleLockAim;
angle for locking for lock targets when on Console

DeferredReloadTime Source code

var float DeferredReloadTime;
If you shortcircut the reload, the time will get deferred until you bring the weapon back up

FireTime Source code

var float FireTime;
How long the fire sequence takes

LaserEffect Source code

var ParticleSystemComponent LaserEffect;
component for the laser effect

LastLockedOnTime Source code

var float LastLockedOnTime;
How long since the Lock Target has been valid

LastTargetedProjectilesCheckTime Source code

var float LastTargetedProjectilesCheckTime;
last time TargetedProjectiles list was updated

LastTargetLockCheckTime Source code

var float LastTargetLockCheckTime;
Last time target lock was checked

LastValidTargetTime Source code

var float LastValidTargetTime;
When was the last time we had a valid target

LockAcquiredSound Source code

var SoundCue LockAcquiredSound;
Sound Effects to play when Locking

LockAim Source code

var float LockAim;
angle for locking for lock targets

LockedTarget Source code

var repnotify Actor LockedTarget;
What "target" is this weapon locked on to

LockLostSound Source code

var SoundCue LockLostSound;

MaxControlledProjectiles Source code

var int MaxControlledProjectiles;
the maximum number of projectiles we're allowed to control simultaneously

MyRocket Source code

var repnotify UTProj_AvrilRocketBase MyRocket;
A pointer to the currently controlled rocket

NoAmmoWeaponPutDownAnim Source code

var name NoAmmoWeaponPutDownAnim;
Animation to play when there is no ammo

PendingLockedTarget Source code

var Actor PendingLockedTarget;
What "target" is current pending to be locked on to

PendingLockedTargetTime Source code

var float PendingLockedTargetTime;
When did the pending Target become valid

ReloadAnimSpeed Source code

var float ReloadAnimSpeed;
The speed of a deferred reload

ReloadCue Source code

var SoundCue ReloadCue;

ReloadSound Source code

var AudioComponent ReloadSound;

ReloadTime Source code

var float ReloadTime;
How long the reload sequence takes

TargetedProjectiles Source code

var array<UTProjectile> TargetedProjectiles;
list of known mines/rockets to affect

TargetingLaserAmbientSound Source code

var SoundCue TargetingLaserAmbientSound;
laser sounds

TargetingLaserStartSound Source code

var SoundCue TargetingLaserStartSound;
laser sounds

TargetingLaserStopSound Source code

var SoundCue TargetingLaserStopSound;
laser sounds

WeaponReloadAnim Source code

var name WeaponReloadAnim;
Anim to play while reloading

Locking

LockAcquireTime Source code

var(Locking) float LockAcquireTime;
How long does the player need to target an actor to lock on to it

LockCheckTime Source code

var(Locking) float LockCheckTime;
The frequency with which we will check for a lock

LockRange Source code

var(Locking) int LockRange;
How far out should we be considering actors for a lock

LockTolerance Source code

var(Locking) float LockTolerance;
Once locked, how long can the player go without painting the object before they lose the lock


Functions Detail

ActiveRenderOverlays Source code

simulated function ActiveRenderOverlays ( HUD H ) )
Draw the Avril hud

AdjustLockTarget Source code

event AdjustLockTarget ( actor NewLockTarget) )
This function is used to adjust the LockTarget. Called by UpdateLockTarget() only when NewLockTarget is different from LockTarget

AttachWeaponTo Source code

simulated function AttachWeaponTo ( SkeletalMeshComponent MeshCpnt, optional Name SocketName) )

BeginFire Source code

simulated function BeginFire ( byte FireModeNum) )

BeginState Inactive Source code

simulated event BeginState ( name PreviousStateName) )

BestMode Source code

function byte BestMode ( ) )

CanLockOnTo Source code

native function bool CanLockOnTo ( Actor TA )
Given an actor (TA) determine if we can lock on to it. By default only allow locking on to pawns. Some weapons may want to be able to lock on to other actors.

CanThrow Source code

simulated function bool CanThrow ( ) )

CanThrow WeaponFiring Source code

simulated function bool CanThrow ( ) )

CheckLockZoom Source code

simulated function CheckLockZoom ( ) )
called when locked target changes, check if we should start or stop the zooming due to the target change

CheckTargetLock Source code

native function CheckTargetLock ( )
The function checks to see if we are locked on a target

CheckZoom Source code

simulated function bool CheckZoom ( byte FireModeNum) )

Destroyed Source code

simulated event Destroyed ( ) )

EndFire Source code

simulated function EndFire ( byte FireModeNum) )

EndState Inactive Source code

simulated event EndState ( Name NextStateName) )

EndState WeaponFiring Source code

simulated event EndState ( Name NextStateName ) )

FastReload Source code

simulated function FastReload ( ) )

FindTargetedProjectiles Source code

function FindTargetedProjectiles ( vector TargetLocation, out array<UTSpiderMineTrap> Traps) )
called on a timer to fill the list of projectiles affected by the targeting laser

GetAIRating Source code

function float GetAIRating ( ) )

GetEquipTime Source code

simulated function float GetEquipTime ( ) )

GetWeaponDebug Source code

simulated function GetWeaponDebug ( out Array<String> DebugInfo ) )

PassThroughDamage Source code

simulated function bool PassThroughDamage ( Actor HitActor) )

PlayFireEffects Source code

simulated function PlayFireEffects ( byte FireModeNum, optional vector HitLocation ) )

PlayReloadAnim Source code

simulated function PlayReloadAnim ( optional float ReloadOverrideTime) )

PlayWeaponEquip Source code

simulated function PlayWeaponEquip ( ) )

PlayWeaponPutDown Source code

simulated function PlayWeaponPutDown ( ) )

ProjectileFire Source code

simulated function Projectile ProjectileFire ( ) )

PutDownWeapon Source code

simulated function PutDownWeapon ( ) )

RecommendRangedAttack Source code

function bool RecommendRangedAttack ( ) )

RefireCheckTimer WeaponFiring Source code

simulated function RefireCheckTimer ( ) )
Make sure that aborted weapon switch didn't set deferred reload

RelativeStrengthVersus Source code

function float RelativeStrengthVersus ( Pawn P, float Dist) )

ReplicatedEvent Source code

simulated function ReplicatedEvent ( name VarName) )

RocketDestroyed Source code

function RocketDestroyed ( UTProj_AvrilRocketBase Rocket) )

SetPosition Source code

simulated event SetPosition ( UTPawn Holder) )

SetRocketTarget Source code

function SetRocketTarget ( ) )

ShouldLagRot Active Source code

simulated function bool ShouldLagRot ( ) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )

SuggestDefenseStyle Source code

function float SuggestDefenseStyle ( ) )

Tick Source code

simulated function Tick ( float DeltaTime) )

TryPutDown Source code

simulated function bool TryPutDown ( ) )
We override TryPutDown so that we can store the deferred amount of time.

TryPutDown WeaponEquipping Source code

simulated function bool TryPutDown ( ) )

UpdateLockTarget Source code

native function UpdateLockTarget ( Actor NewLockTarget )

UpdateTargetingLaser Source code

simulated function UpdateTargetingLaser ( ) )
updates the location for the targeting laser and notifies any spider mines or AVRiL rockets in the vacinity

WeaponCalcCamera Source code

simulated function WeaponCalcCamera ( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot) )

WeaponEmpty Source code

simulated function WeaponEmpty ( ) )


Defaultproperties

defaultproperties
{
   ReloadTime=3.000000
   FireTime=1.000000
   MaxControlledProjectiles=8
   LockCheckTime=0.050000
   LockRange=22000
   LockAcquireTime=0.050000
   LockTolerance=0.400000
   LockAim=0.996000
   ConsoleLockAim=0.992000
   bWarnIfInLocker=True
   bSplashJump=True
   bLeadTarget=False
   bTargetFrictionEnabled=True
   bTargetAdhesionEnabled=True
   AmmoCount=5
   LockerAmmoCount=5
   MaxAmmoCount=15
   ShotCost(1)=0
   MinReloadPct(0)=0.150000
   MinReloadPct(1)=0.150000
   IconX=460
   IconY=343
   IconWidth=29
   IconHeight=47
   IconCoordinates=(U=728.000000,V=427.000000,UL=145.000000,VL=52.000000)
   CrossHairCoordinates=(U=384.000000)
   InventoryGroup=10
   bZoomedFireMode(0)=0
   bZoomedFireMode(1)=1
   ZoomedTargetFOV=40.000000
   ZoomedRate=200.000000
   GroupWeight=0.600000
   QuickPickGroup=1
   QuickPickWeight=0.900000
   MaxPitchLag=300.000000
   MaxYawLag=400.000000
   WeaponColor=(B=0,G=0,R=255,A=255)
   MuzzleFlashLightClass=Class'UTGame.UTRocketMuzzleFlashLight'
   LockerRotation=(Pitch=0,Yaw=0,Roll=-16384)
   CurrentRating=0.550000
   ShouldFireOnRelease(0)=1
   WeaponFireTypes(0)=EWFT_Projectile
   WeaponFireTypes(1)=EWFT_None
   FireInterval(0)=4.000000
   FireInterval(1)=0.000000
   EquipTime=0.750000
   PutDownTime=0.450000
   FireOffset=(X=16.000000,Y=8.000000,Z=-5.000000)
   Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
      ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
   End Object
   Mesh=FirstPersonMesh
   Priority=1.500000
   AIRating=0.550000
   ItemName="Longbow AVRiL"
   MaxDesireability=0.700000
   PickupMessage="Longbow AVRiL"
   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__UTWeap_Avril"
   ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon'
}

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Creation time: sk 18-3-2018 10:01:02.741 - Created with UnCodeX