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UTGame.UTWeap_InstagibRifle

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_InstagibRifle

Variables Summary
boolbBetrayalMode
array<ParticleSystem>TeamMuzzleFlashes
array<MaterialInterface>TeamSkins
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 AttachWeaponTo (SkeletalMeshComponent MeshCpnt, optional name SocketName))
functionbyte BestMode ()))
functionfloat GetAIRating ()))
function ProcessInstantHit (byte FiringMode, ImpactInfo Impact ))
functionfloat RangedAttackTime ()))
function SetSkin (Material NewMaterial))
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


Variables Detail

bBetrayalMode Source code

var bool bBetrayalMode;

TeamMuzzleFlashes Source code

var array<ParticleSystem> TeamMuzzleFlashes;

TeamSkins Source code

var array<MaterialInterface> TeamSkins;


Functions Detail

AttachWeaponTo Source code

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

BestMode Source code

function byte BestMode ( ) )

GetAIRating Source code

function float GetAIRating ( ) )

ProcessInstantHit Source code

simulated function ProcessInstantHit ( byte FiringMode, ImpactInfo Impact ) )

RangedAttackTime Source code

function float RangedAttackTime ( ) )

SetSkin Source code

simulated function SetSkin ( Material NewMaterial) )


Defaultproperties

defaultproperties
{
   TeamSkins(0)=Material'WP_ShockRifle.Materials.M_WP_ShockRifle_Instagib_Red'
   TeamSkins(1)=Material'WP_ShockRifle.Materials.M_WP_ShockRifle_Instagib_Blue'
   TeamMuzzleFlashes(0)=ParticleSystem'WP_ShockRifle.Particles.P_Shockrifle_Instagib_MF_Red'
   TeamMuzzleFlashes(1)=ParticleSystem'WP_ShockRifle.Particles.P_Shockrifle_Instagib_MF_Blue'
   bExportMenuData=False
   bSniping=True
   bTargetFrictionEnabled=True
   bTargetAdhesionEnabled=True
   ShotCost(0)=0
   ShotCost(1)=0
   IconX=400
   IconY=129
   IconWidth=22
   IconHeight=48
   IconCoordinates=(U=722.000000,V=479.000000,UL=166.000000,VL=42.000000)
   CrossHairCoordinates=(U=256.000000,V=0.000000)
   InventoryGroup=12
   AmmoDisplayType=EAWDS_None
   AttachmentClass=Class'UTGame.UTAttachment_InstagibRifle'
   GroupWeight=0.500000
   WeaponFireAnim(0)="WeaponFireInstiGib"
   WeaponFireAnim(1)="WeaponFireInstiGib"
   WeaponFireSnd(0)=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_InstagibFireCue'
   WeaponFireSnd(1)=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_InstagibFireCue'
   WeaponPutDownSnd=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_LowerCue'
   WeaponEquipSnd=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_RaiseCue'
   WeaponColor=(B=255,G=0,R=160,A=255)
   MuzzleFlashSocket="MF"
   PlayerViewOffset=(X=17.000000,Y=10.000000,Z=-8.000000)
   CurrentRating=1.000000
   FireInterval(0)=1.100000
   FireInterval(1)=1.100000
   InstantHitDamage(0)=1000.000000
   InstantHitDamage(1)=1000.000000
   InstantHitMomentum(0)=100000.000000
   InstantHitDamageTypes(0)=Class'UTGame.UTDmgType_Instagib'
   InstantHitDamageTypes(1)=Class'UTGame.UTDmgType_Instagib'
   FireOffset=(X=20.000000,Y=5.000000,Z=0.000000)
   bCanThrow=False
   bInstantHit=True
   Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
      FOV=60.000000
      SkeletalMesh=SkeletalMesh'WP_ShockRifle.Mesh.SK_WP_ShockRifle_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_InstagibRifle:MeshSequenceA'
      AnimSets(0)=AnimSet'WP_ShockRifle.Anim.K_WP_ShockRifle_1P_Base'
      Rotation=(Pitch=0,Yaw=-16384,Roll=0)
      ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
   End Object
   Mesh=FirstPersonMesh
   Priority=4.300000
   AIRating=1.000000
   ItemName="Instagib Rifle"
   PickupMessage="Instagib ShockRifle"
   PickupSound=SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Shock_Cue'
   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
   Name="Default__UTWeap_InstagibRifle"
   ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon'
}

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Creation time: sk 18-3-2018 10:01:02.837 - Created with UnCodeX