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UTGame.UTWeap_Enforcer

Extends
UTWeapon
Modifiers
HideDropDown

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

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

Variables Summary
nameArmBurstFireAnimName
nameArmDualEquipAnim
nameArmReloadAnim
boolbAkimbo
boolbForceReturnToActive
boolbFullDualCoolDown
boolbLastFiredLeft
boolbLoaded
intBurstCnt
floatBurstCoolDownTime
nameBurstFireAnimName
intBurstMax
class<UTDamageType>DualEnforcerDamageType
floatDualEquiptime
UIRoot.TextureCoordinatesDualIconCoordinates
EDualModeDualMode
UTExplosionLightEnforcerMuzzleFlashLight[2]
UTParticleSystemComponentEnforcerMuzzleFlashPSC[2]
floatLastAkimboTransitionTime
floatLastFireTime
nameLastFiringState
AnimSetLeftArmAnimSet
nameLeftIdleAnim
MaterialInstanceConstantLeftWeaponMaterialInstance
UTSkeletalMeshComponentOverlayLeftMesh
floatReloadTime
intShotCount
nameWeaponDualEqipAnim
MaterialInstanceConstantWeaponMaterialInstance
nameWeaponReloadAnim
SoundCueWeaponReloadSnd
UTWeap_Enforcer
floatAkimboTime
UTSkeletalMeshComponentLeftMesh
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
EDualMode
EDM_SingleWeapon, EDM_DualEquipping, EDM_Dual, EDM_Max
Inherited Enumerations from UTGame.UTWeapon
AmmoWidgetDisplayStyle, EZoomState

Functions Summary
functionrotator AddSpread (rotator BaseAim))
function AdjustWeaponTimingForConsole ()))
function AkimboCheck ()))
function AkimboDelay ()))
function AttachMuzzleFlash ()))
function AttachWeaponTo (SkeletalMeshComponent MeshCpnt, optional Name SocketName ))
function BecomeDual ()))
function BecomeDual ()))
WeaponFiring
event BeginState (name PreviousStateName))
Active
function BeginState (name PrevStateName))
WeaponBurstCoolDown
function BeginState (name PrevStateName))
WeaponBursting
functionbyte BestMode ()))
event CauseMuzzleFlash ()))
event CauseMuzzleFlashLight ()))
function ChangeVisibility (bool bIsVisible))
function CreateOverlayMesh ()))
function DelayedBecomeDual ()))
functionbool DenyPickupQuery (class<Inventory> ItemClass, Actor Pickup))
function DetachMuzzleFlash ()))
function DetachWeapon ()))
function DualEquipDone ()))
function EndState (name NextStateName))
WeaponBurstCoolDown
function EndState (name NextStateName))
WeaponBursting
function EndState (Name NextStateName))
WeaponEquipping
function EndState (name NextStateName))
WeaponFiring
function FullyCooled ()))
functionvector GetEffectLocation ()))
functionfloat GetEquipTime ()))
functionname GetFireAnim (int FireModeNum))
functionname GetFireAnim (int FireModeNum))
WeaponBursting
functionfloat GetFireInterval (byte FireModeNum))
function InstantFire ()))
functionint LagRot (int NewValue, int LastValue, float MaxDiff, int Index))
Active
event MuzzleFlashOff (int Index))
event MuzzleFlashTimerLeft ()))
event MuzzleFlashTimerRight ()))
event OnAnimEnd (optional AnimNodeSequence SeqNode, optional float PlayedTime, optional float ExcessTime))
Active
function PlayArmAnimation (Name Sequence, float fDesiredDuration, optional bool bOffHand, optional bool bLoop, optional SkeletalMeshComponent SkelMesh))
WeaponBursting
function PlayFireEffects (byte FireModeNum, optional vector HitLocation ))
function PlayWeaponAnimation (Name Sequence, float fDesiredDuration, optional bool bLoop, optional SkeletalMeshComponent SkelMesh))
WeaponBursting
function PlayWeaponEquip ()))
function PlayWeaponPutDown ()))
function RefireCheckTimer ()))
WeaponBursting
function RefireCheckTimer ()))
WeaponFiring
event ReplicatedEvent (name VarName))
function SetAkimbo (bool bNewAkimbo, bool bPlayTransitionAnim))
event SetPosition (UTPawn Holder))
function SetSkin (Material NewMaterial))
function SetWeaponOverlayFlags (UTPawn OwnerPawn))
functionbool ShouldLagRot ()))
Active
event StopMuzzleFlash ()))
function TrackShotCount ()))
function TrackShotCount ()
WeaponBursting
functionbool TryPutDown ()))
WeaponBursting
functionbool UseLeftBarrel ()))
function WeaponEquipped ()))
WeaponEquipping
function WeaponReady ()))
WeaponBurstCoolDown
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
simulated state Active
BeginState, LagRot, OnAnimEnd, ShouldLagRot
WeaponBurstCoolDown Source code
simulated state WeaponBurstCoolDown
BeginState, EndState, WeaponReady
WeaponBursting Source code
simulated state WeaponBursting extends WeaponFiring
BeginState, EndState, GetFireAnim, PlayArmAnimation, PlayWeaponAnimation, RefireCheckTimer, TrackShotCount, TryPutDown
WeaponEquipping Source code
simulated state WeaponEquipping
EndState, WeaponEquipped
WeaponFiring Source code
simulated state WeaponFiring
BecomeDual, EndState, RefireCheckTimer


Variables Detail

ArmBurstFireAnimName Source code

var name ArmBurstFireAnimName;

ArmDualEquipAnim Source code

var name ArmDualEquipAnim;

ArmReloadAnim Source code

var name ArmReloadAnim;

bAkimbo Source code

var bool bAkimbo;
Whether we are currently holding weapons to the side.

bForceReturnToActive Source code

var bool bForceReturnToActive;
If we become a dual while firing, force return to the active state in order to properly re-initialize

bFullDualCoolDown Source code

var bool bFullDualCoolDown;

bLastFiredLeft Source code

var bool bLastFiredLeft;
if the last shot was fired from the left enforcer

bLoaded Source code

var bool bLoaded;
If true this weapon won't play the reload anim

BurstCnt Source code

var int BurstCnt;
How many shots have been fired in burst

BurstCoolDownTime Source code

var float BurstCoolDownTime;
How long to cool down

BurstFireAnimName Source code

var name BurstFireAnimName;
Name of the animation when bursting

BurstMax Source code

var int BurstMax;
How many shots max in burst before going to cool down

DualEnforcerDamageType Source code

var class<UTDamageType> DualEnforcerDamageType;
Damage type used with dual enforcers (for unique kill message)

DualEquiptime Source code

var float DualEquiptime;
Amount of time it takes to equip the left gun

DualIconCoordinates Source code

var UIRoot.TextureCoordinates DualIconCoordinates;

DualMode Source code

var repnotify EDualMode DualMode;
if true, we are a dual enforcer

EnforcerMuzzleFlashLight[2] Source code

var UTExplosionLight EnforcerMuzzleFlashLight[2];
dynamic light

EnforcerMuzzleFlashPSC[2] Source code

var UTParticleSystemComponent EnforcerMuzzleFlashPSC[2];
Muzzle flash PSC and Templates

LastAkimboTransitionTime Source code

var float LastAkimboTransitionTime;
Time that last akimbo transition occured.

LastFireTime Source code

var float LastFireTime;
timeseconds when last fired

LastFiringState Source code

var name LastFiringState;
Holds the name of the last firing state. Used by reload to know where to go

LeftArmAnimSet Source code

var AnimSet LeftArmAnimSet;

LeftIdleAnim Source code

var name LeftIdleAnim;
anim played for left mesh when idling

LeftWeaponMaterialInstance Source code

var MaterialInstanceConstant LeftWeaponMaterialInstance;

OverlayLeftMesh Source code

var protected UTSkeletalMeshComponent OverlayLeftMesh;

ReloadTime Source code

var float ReloadTime;
Amount of time for the reload anim

ShotCount Source code

var int ShotCount;
Used internally to track which gun to fire

WeaponDualEqipAnim Source code

var name WeaponDualEqipAnim;

WeaponMaterialInstance Source code

var MaterialInstanceConstant WeaponMaterialInstance;

WeaponReloadAnim Source code

var name WeaponReloadAnim;
Name of the animation to play when reloading

WeaponReloadSnd Source code

var SoundCue WeaponReloadSnd;
sound played when reloading

UTWeap_Enforcer

AkimboTime Source code

var(UTWeap_Enforcer) float AkimboTime;
How long transition to akimbo takes

LeftMesh Source code

var(UTWeap_Enforcer) editinline UTSkeletalMeshComponent LeftMesh;
The Left Handed Mesh


Enumerations Detail

EDualMode Source code

enum EDualMode
{
EDM_SingleWeapon, EDM_DualEquipping, EDM_Dual, EDM_Max
};


Functions Detail

AddSpread Source code

simulated function rotator AddSpread ( rotator BaseAim) )
Adds any fire spread offset to the passed in rotator
@param BaseAim the base aim direction
@return the adjusted aim direction

AdjustWeaponTimingForConsole Source code

simulated function AdjustWeaponTimingForConsole ( ) )
Adjust weapon equip and fire timings so they match between PC and console This is important so the sounds match up.

AkimboCheck Source code

simulated function AkimboCheck ( ) )
Function that determines whether or not to hold guns sideways.

AkimboDelay Source code

simulated function AkimboDelay ( ) )
Used to delay starting the check for Akimbo mode.

AttachMuzzleFlash Source code

simulated function AttachMuzzleFlash ( ) )
Extend support to allow for multiple muzzle flashes

AttachWeaponTo Source code

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

BecomeDual Source code

simulated function BecomeDual ( ) )
Become a dual firing weapon. Right now this isn't important unless the instigator is the local client. If it is, then show the second mesh and play any needed "Equipping" animations

BecomeDual WeaponFiring Source code

simulated function BecomeDual ( ) )

BeginState Active Source code

simulated event BeginState ( name PreviousStateName) )

BeginState WeaponBurstCoolDown Source code

simulated function BeginState ( name PrevStateName) )

BeginState WeaponBursting Source code

simulated function BeginState ( name PrevStateName) )

BestMode Source code

function byte BestMode ( ) )

CauseMuzzleFlash Source code

simulated event CauseMuzzleFlash ( ) )
Causes the muzzle flashlight to turn on and setup a time to turn it back off again.

CauseMuzzleFlashLight Source code

simulated event CauseMuzzleFlashLight ( ) )
Causes the muzzle flashlight to turn on

ChangeVisibility Source code

simulated function ChangeVisibility ( bool bIsVisible) )
This function is called from the pawn when the visibility of the weapon changes

CreateOverlayMesh Source code

simulated function CreateOverlayMesh ( ) )
Set the Overlay Meshes

DelayedBecomeDual Source code

function DelayedBecomeDual ( ) )
Delay becoming dual if currently bringing up enforcer (for animation reasons)

DenyPickupQuery Source code

function bool DenyPickupQuery ( class<Inventory> ItemClass, Actor Pickup) )
Detect that we are trying to pickup another enforcer and switch in to dual mode.

DetachMuzzleFlash Source code

simulated function DetachMuzzleFlash ( ) )
Detach weapon from skeletal mesh
@param SkeletalMeshComponent weapon is attached to.

DetachWeapon Source code

simulated function DetachWeapon ( ) )

DualEquipDone Source code

simulated function DualEquipDone ( ) )
The equip animation is done, notify the weapon and become usuable

EndState WeaponBurstCoolDown Source code

simulated function EndState ( name NextStateName) )

EndState WeaponBursting Source code

simulated function EndState ( name NextStateName) )

EndState WeaponEquipping Source code

simulated function EndState ( Name NextStateName) )

EndState WeaponFiring Source code

simulated function EndState ( name NextStateName) )

FullyCooled Source code

simulated function FullyCooled ( ) )

GetEffectLocation Source code

simulated function vector GetEffectLocation ( ) )

GetEquipTime Source code

simulated function float GetEquipTime ( ) )

GetFireAnim Source code

simulated function name GetFireAnim ( int FireModeNum) )
Returns the name of the firing animation

GetFireAnim WeaponBursting Source code

simulated function name GetFireAnim ( int FireModeNum) )

GetFireInterval Source code

simulated function float GetFireInterval ( byte FireModeNum) )
Returns the rate at which the weapon fires. If in dual mode, 1/2 the rate @See Weapon.GetFireInterval()

InstantFire Source code

simulated function InstantFire ( ) )

LagRot Active Source code

simulated function int LagRot ( int NewValue, int LastValue, float MaxDiff, int Index) )

MuzzleFlashOff Source code

simulated event MuzzleFlashOff ( int Index) )
Turns the MuzzleFlashlight off

MuzzleFlashTimerLeft Source code

simulated event MuzzleFlashTimerLeft ( ) )

MuzzleFlashTimerRight Source code

simulated event MuzzleFlashTimerRight ( ) )

OnAnimEnd Active Source code

simulated event OnAnimEnd ( optional AnimNodeSequence SeqNode, optional float PlayedTime, optional float ExcessTime) )

PlayArmAnimation WeaponBursting Source code

simulated function PlayArmAnimation ( Name Sequence, float fDesiredDuration, optional bool bOffHand, optional bool bLoop, optional SkeletalMeshComponent SkelMesh) )

PlayFireEffects Source code

simulated function PlayFireEffects ( byte FireModeNum, optional vector HitLocation ) )
We override PlayFireEffects to reoffset the animation rate. When in dual mode, all firing speeds are 1/2 but we want the animations to play as normal. @See PlayFireEffects

PlayWeaponAnimation WeaponBursting Source code

simulated function PlayWeaponAnimation ( Name Sequence, float fDesiredDuration, optional bool bLoop, optional SkeletalMeshComponent SkelMesh) )
We only play the animation once. @See Weapon.PlayWeaponAnimation

PlayWeaponEquip Source code

simulated function PlayWeaponEquip ( ) )
Look to see if bLoaded (ie: has been brought up once) is true and decide which animation to play

PlayWeaponPutDown Source code

simulated function PlayWeaponPutDown ( ) )
Added support for handling the 2nd gun

RefireCheckTimer WeaponBursting Source code

simulated function RefireCheckTimer ( ) )

RefireCheckTimer WeaponFiring Source code

simulated function RefireCheckTimer ( ) )
We poll the PendingFire in RefireCheckTimer() to insure the switch to Burst Firing respects the current shot timings

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )
On a remote client, watch for a change in bDualMode and if it changes, signal this has become a dual weapon.

SetAkimbo Source code

simulated function SetAkimbo ( bool bNewAkimbo, bool bPlayTransitionAnim) )
Toggle between 'akimbo' sideways grip

SetPosition Source code

simulated event SetPosition ( UTPawn Holder) )

SetSkin Source code

simulated function SetSkin ( Material NewMaterial) )
Setup the overlay skins

SetWeaponOverlayFlags Source code

simulated function SetWeaponOverlayFlags ( UTPawn OwnerPawn) )
When the Pawn's WeaponOverlay flag changes, handle it here

ShouldLagRot Active Source code

simulated function bool ShouldLagRot ( ) )

StopMuzzleFlash Source code

simulated event StopMuzzleFlash ( ) )

TrackShotCount Source code

simulated function TrackShotCount ( ) )
By default, we track each shot so that the 2nd weapon will work. Bursting overrides this function

TrackShotCount WeaponBursting Source code

simulated function TrackShotCount ( )
CoolDown tracks the shots

TryPutDown WeaponBursting Source code

simulated function bool TryPutDown ( ) )

UseLeftBarrel Source code

simulated function bool UseLeftBarrel ( ) )
Determine which gun to use

WeaponEquipped WeaponEquipping Source code

simulated function WeaponEquipped ( ) )

WeaponReady WeaponBurstCoolDown Source code

simulated function WeaponReady ( ) )


Defaultproperties

defaultproperties
{
   DualIconCoordinates=(U=600.000000,V=515.000000,UL=126.000000,VL=75.000000)
   BurstMax=3
   BurstCoolDownTime=0.970000
   WeaponReloadAnim="weaponequipempty"
   ArmReloadAnim="WeaponEquipFirst"
   WeaponDualEqipAnim="WeaponEquiplFancy"
   ArmDualEquipAnim="WeaponEquiplFancy"
   ReloadTime=2.000000
   DualEquiptime=1.000000
   BurstFireAnimName="weaponfireburst"
   ArmBurstFireAnimName="weaponfireburst"
   LeftArmAnimSet=AnimSet'WP_Enforcers.Anims.K_WP_Enforcers_1P_Arms'
   DualEnforcerDamageType=Class'UTGame.UTDmgType_DualEnforcer'
   LeftIdleAnim="WeaponIdleB"
   AkimboTime=0.350000
   bFastRepeater=True
   bTargetFrictionEnabled=True
   bTargetAdhesionEnabled=True
   AmmoCount=50
   LockerAmmoCount=50
   MaxAmmoCount=100
   WeaponFireWaveForm=ForceFeedbackWaveform'UTGame.Default__UTWeap_Enforcer:ForceFeedbackWaveformShooting1'
   IconX=335
   IconY=81
   IconWidth=43
   IconHeight=39
   CrossHairCoordinates=(U=128.000000,V=0.000000)
   InventoryGroup=2
   DroppedPickupOffsetZ=12.000000
   AttachmentClass=Class'UTGame.UTAttachment_Enforcer'
   PivotTranslation=(X=0.000000,Y=-10.000000,Z=0.000000)
   GroupWeight=0.500000
   QuickPickGroup=3
   QuickPickWeight=0.200000
   ArmsAnimSet=AnimSet'WP_Enforcers.Anims.K_WP_Enforcers_1P_Arms'
   WeaponFireSnd(0)=SoundCue'A_Weapon_Enforcer.Cue.A_Weapon_Enforcer_Fire_Cue'
   WeaponFireSnd(1)=SoundCue'A_Weapon_Enforcer.Cue.A_Weapon_Enforcer_Fire_Cue'
   WeaponPutDownSnd=SoundCue'A_Weapon_Enforcer.Cue.A_Weapon_Enforcer_Lower_Cue'
   WeaponEquipSnd=SoundCue'A_Weapon_Enforcer.Cue.A_Weapon_Enforcer_Raise_Cue'
   JumpDamping=1.500000
   MuzzleFlashPSCTemplate=ParticleSystem'WP_Enforcers.Effects.P_WP_Enforcers_MuzzleFlash'
   MuzzleFlashLightClass=Class'UTGame.UTEnforcerMuzzleFlashLight'
   SmallWeaponsOffset=(X=18.000000,Y=6.000000,Z=-6.000000)
   CurrentRating=0.400000
   aimerror=600.000000
   AimingHelpRadius(1)=12.000000
   FiringStatesArray(1)="WeaponBursting"
   FireInterval(0)=0.360000
   FireInterval(1)=0.120000
   Spread(1)=0.030000
   InstantHitDamage(0)=20.000000
   InstantHitDamage(1)=20.000000
   InstantHitMomentum(0)=1000.000000
   InstantHitMomentum(1)=1000.000000
   InstantHitDamageTypes(0)=Class'UTGame.UTDmgType_Enforcer'
   InstantHitDamageTypes(1)=Class'UTGame.UTDmgType_Enforcer'
   EquipTime=0.200000
   PutDownTime=0.200000
   bInstantHit=True
   Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
      FOV=55.000000
      SkeletalMesh=SkeletalMesh'WP_Enforcers.Mesh.SK_WP_Enforcers_1P'
      Begin Object Class=AnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=AnimNodeSequence'Engine.Default__AnimNodeSequence'
         Name="MeshSequenceA"
         ObjectArchetype=AnimNodeSequence'Engine.Default__AnimNodeSequence'
      End Object
      Animations=AnimNodeSequence'UTGame.Default__UTWeap_Enforcer:MeshSequenceA'
      AnimSets(0)=AnimSet'WP_Enforcers.Anims.K_WP_Enforcers_1P_Base'
      bForceUpdateAttachmentsInTick=True
      Materials(0)=Material'WP_Enforcers.Materials.M_WP_Enforcers_01'
      ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
   End Object
   Mesh=FirstPersonMesh
   Priority=2.000000
   AIRating=0.400000
   ItemName="Enforcer"
   MaxDesireability=0.400000
   PickupMessage="Enforcer"
   PickupSound=SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Enforcer_Cue'
   Begin Object Class=SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh'
      SkeletalMesh=SkeletalMesh'WP_Enforcers.Mesh.SK_WP_Enforcer_3P_Mid'
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh'
   End Object
   DroppedPickupMesh=PickupMesh
   PickupFactoryMesh=PickupMesh
   Name="Default__UTWeap_Enforcer"
   ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon'
}

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Creation time: sk 18-3-2018 10:01:02.796 - Created with UnCodeX