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
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 |
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 |
var bool bLockedOnTarget;
var bool bTargetingLaserActive;
var bool bTargetLockingActive;
var float ConsoleLockAim;
var float DeferredReloadTime;
var float FireTime;
var float LastLockedOnTime;
LastTargetedProjectilesCheckTime Source code
var float LastTargetedProjectilesCheckTime;
LastTargetLockCheckTime Source code
var float LastTargetLockCheckTime;
var float LastValidTargetTime;
var float LockAim;
var repnotify
Actor LockedTarget;
MaxControlledProjectiles Source code
var int MaxControlledProjectiles;
NoAmmoWeaponPutDownAnim Source code
var name NoAmmoWeaponPutDownAnim;
var
Actor PendingLockedTarget;
PendingLockedTargetTime Source code
var float PendingLockedTargetTime;
var float ReloadAnimSpeed;
var float ReloadTime;
TargetingLaserAmbientSound Source code
var
SoundCue TargetingLaserAmbientSound;
TargetingLaserStartSound Source code
TargetingLaserStopSound Source code
var name WeaponReloadAnim;
Locking
var(Locking) float LockAcquireTime;
var(Locking) float LockCheckTime;
var(Locking) int LockRange;
var(Locking) float LockTolerance;
simulated
function ActiveRenderOverlays (
HUD H ) )
event AdjustLockTarget (
actor NewLockTarget) )
simulated function BeginFire ( byte FireModeNum) )
simulated event BeginState ( name PreviousStateName) )
function byte BestMode ( ) )
native
function bool CanLockOnTo (
Actor TA )
simulated function bool CanThrow ( ) )
simulated function bool CanThrow ( ) )
simulated function CheckLockZoom ( ) )
native function CheckTargetLock ( )
simulated function bool CheckZoom ( byte FireModeNum) )
simulated event Destroyed ( ) )
simulated function EndFire ( byte FireModeNum) )
simulated event EndState ( Name NextStateName) )
simulated event EndState ( Name NextStateName ) )
simulated function FastReload ( ) )
FindTargetedProjectiles Source code
function float GetAIRating ( ) )
simulated function float GetEquipTime ( ) )
simulated function GetWeaponDebug ( out Array<String> DebugInfo ) )
simulated
function bool PassThroughDamage (
Actor HitActor) )
simulated
function PlayFireEffects (
byte FireModeNum, optional
vector HitLocation ) )
simulated function PlayReloadAnim ( optional float ReloadOverrideTime) )
simulated function PlayWeaponEquip ( ) )
simulated function PlayWeaponPutDown ( ) )
simulated
function Projectile ProjectileFire ( ) )
simulated function PutDownWeapon ( ) )
function bool RecommendRangedAttack ( ) )
RefireCheckTimer WeaponFiring Source code
simulated function RefireCheckTimer ( ) )
RelativeStrengthVersus Source code
function float RelativeStrengthVersus (
Pawn P,
float Dist) )
simulated function ReplicatedEvent ( name VarName) )
simulated event SetPosition (
UTPawn Holder) )
function SetRocketTarget ( ) )
simulated function bool ShouldLagRot ( ) )
function float SuggestAttackStyle ( ) )
function float SuggestDefenseStyle ( ) )
simulated function Tick ( float DeltaTime) )
simulated function bool TryPutDown ( ) )
TryPutDown WeaponEquipping Source code
simulated function bool TryPutDown ( ) )
native
function UpdateLockTarget (
Actor NewLockTarget )
simulated function UpdateTargetingLaser ( ) )
simulated
function WeaponCalcCamera (
float fDeltaTime, out
vector out_CamLoc, out
rotator out_CamRot) )
simulated function WeaponEmpty ( ) )
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'
}
|
Creation time: sk 18-3-2018 10:01:02.741 - Created with
UnCodeX