UTGame.UTWeap_LinkGun
- Extends
- UTBeamWeapon
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
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+-- Engine.Actor
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+-- Engine.Inventory
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+-- Engine.Weapon
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+-- GameFramework.GameWeapon
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+-- UTGame.UTWeapon
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+-- UTGame.UTBeamWeapon
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+-- UTGame.UTWeap_LinkGun
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.UTBeamWeapon |
AddBeamEmitter, BeginState, DisplayDebug, EndFire, EndState, IsFiring, KillBeamEmitter, OnAnimEnd, PlayFireEffects, ProcessBeamHit, RefireCheckTimer, SetBeamEmitterHidden, ShakeView, Tick, TryPutDown, UpdateBeam, UpdateBeamEmitter |
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 bBeamHit;
var float BeamAmmoUsePerSecond;
var
actor BeamAttachActor;
var
vector BeamAttachLocation;
HighPowerMuzzleFlashTemplate Source code
var float LastBeamAttachTime;
var float LinkBreakDelay;
var float LinkFlexibility;
var repnotify int LinkStrength;
var float MinimumDamage;
var float MomentumTransfer;
var float PartialAmmo;
var name PoweredUpEffectSocket;
var float ReaccquireTimer;
var float SavedAmmoUse;
var float SavedDamage;
TeamMuzzleFlashTemplates[3] Source code
var float WeaponLinkDistance;
WeaponMaterialInstance Source code
BeginState WeaponBeamFiring Source code
simulated function BeginState ( Name PreviousStateName) )
function byte BestMode ( ) )
function CalcLinkStrength ( ) )
function bool CanHeal (
Actor Other) )
CanViewAccelerationWhenFiring WeaponBeamFiring Source code
simulated function bool CanViewAccelerationWhenFiring ( ) )
simulated function ChangeVisibility ( bool bIsVisible) )
function ConsumeBeamAmmo ( float Amount) )
simulated event Destroyed ( ) )
simulated
function DrawWeaponCrosshair (
Hud HUD ) )
EndFire WeaponBeamFiring Source code
simulated function EndFire ( byte FireModeNum) )
EndState WeaponBeamFiring Source code
simulated function EndState ( Name NextStateName) )
function FindLinkedWeapons ( ) )
function bool FocusOnLeader ( bool bLeaderFiring) )
function float GetAIRating ( ) )
simulated
function vector GetLinkedToLocation ( ) )
function GetLinkedWeapons ( out array<
UTWeap_LinkGun> LinkedWeapons) )
function float GetOptimalRangeFor (
Actor Target) )
function class<
Projectile> GetProjectileClass ( ) )
GetTeamMuzzleFlashTemplate Source code
simulated
function ParticleSystem GetTeamMuzzleFlashTemplate (
byte TeamNum) )
simulated function KillBeamEmitter ( ) )
simulated function KillEndpointEffect ( ) )
simulated function PostBeginPlay ( ) )
simulated
function ProcessBeamHit (
vector StartTrace,
vector AimDir, out
ImpactInfo TestImpact,
float DeltaTime) )
simulated event ReplicatedEvent ( name VarName) )
simulated function SetBeamEmitterHidden ( bool bHide) )
SetCurrentFireMode WeaponBeamFiring Source code
simulated function SetCurrentFireMode ( byte FiringModeNum) )
SetFlashLocation WeaponBeamFiring Source code
function SetFlashLocation (
vector HitLocation) )
simulated
function SetSkin (
Material NewMaterial) )
function float SuggestAttackStyle ( ) )
function float SuggestDefenseStyle ( ) )
simulated function Tick ( float DeltaTime) )
function UnLink ( optional bool bDelayed) )
simulated
function UpdateBeamEmitter (
vector FlashLocation,
vector HitNormal,
actor HitActor) )
WeaponIsDown WeaponPuttingDown Source code
simulated function WeaponIsDown ( ) )
defaultproperties
{
WeaponLinkDistance=160.000000
LinkStrength=1
LinkFlexibility=0.640000
LinkBreakDelay=0.500000
MomentumTransfer=50000.000000
BeamAmmoUsePerSecond=8.500000
MinimumDamage=5.000000
StartAltFireSound=SoundCue'A_Weapon_Link.Cue.A_Weapon_Link_AltFireStartCue'
EndAltFireSound=SoundCue'A_Weapon_Link.Cue.A_Weapon_Link_AltFireStopCue'
Begin Object Class=ParticleSystemComponent Name=PoweredUpComponent ObjName=PoweredUpComponent Archetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
Template=ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_PoweredUp'
bAutoActivate=False
SecondsBeforeInactive=1.000000
DepthPriorityGroup=SDPG_Foreground
Name="PoweredUpComponent"
ObjectArchetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
End Object
PoweredUpEffect=PoweredUpComponent
PoweredUpEffectSocket="PowerEffectSocket"
TeamMuzzleFlashTemplates(0)=ParticleSystem'WP_LinkGun.Effects.P_FX_LinkGun_MF_Beam_Red'
TeamMuzzleFlashTemplates(1)=ParticleSystem'WP_LinkGun.Effects.P_FX_LinkGun_MF_Beam_Blue'
TeamMuzzleFlashTemplates(2)=ParticleSystem'WP_LinkGun.Effects.P_FX_LinkGun_MF_Beam'
HighPowerMuzzleFlashTemplate=ParticleSystem'WP_LinkGun.Effects.P_FX_LinkGun_MF_Beam_Gold'
BeamTemplate(1)=ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Altbeam'
BeamSockets(1)="MuzzleFlashSocket02"
EndPointParamName="LinkBeamEnd"
BeamPreFireAnim(1)="WeaponAltFireStart"
BeamFireAnim(1)="WeaponAltFire"
BeamPostFireAnim(1)="WeaponAltFireEnd"
BeamWeaponFireWaveForm=ForceFeedbackWaveform'UTGame.Default__UTWeap_LinkGun:BeamForceFeedbackWaveform1'
bShowAltMuzzlePSCWhenWeaponHidden=True
bMuzzleFlashPSCLoops=True
bFastRepeater=True
bTargetFrictionEnabled=True
bTargetAdhesionEnabled=True
AmmoCount=50
LockerAmmoCount=100
MaxAmmoCount=220
IconX=412
IconY=82
IconWidth=40
IconHeight=36
IconCoordinates=(U=453.000000,V=467.000000,UL=147.000000,VL=41.000000)
CrossHairCoordinates=(U=384.000000,V=0.000000)
InventoryGroup=5
AttachmentClass=Class'UTGame.UTAttachment_LinkGun'
GroupWeight=0.500000
QuickPickGroup=5
QuickPickWeight=0.800000
WeaponFireSnd(0)=SoundCue'A_Weapon_Link.Cue.A_Weapon_Link_FireCue'
WeaponFireSnd(1)=SoundCue'A_Weapon_Link.Cue.A_Weapon_Link_AltFireCue'
WeaponPutDownSnd=SoundCue'A_Weapon_Link.Cue.A_Weapon_Link_LowerCue'
WeaponEquipSnd=SoundCue'A_Weapon_Link.Cue.A_Weapon_Link_RaiseCue'
WeaponColor=(B=0,G=255,R=255,A=255)
MuzzleFlashPSCTemplate=ParticleSystem'WP_LinkGun.Effects.P_FX_LinkGun_MF_Primary'
MuzzleFlashAltPSCTemplate=ParticleSystem'WP_LinkGun.Effects.P_FX_LinkGun_MF_Beam'
MuzzleFlashColor=(B=120,G=255,R=120,A=255)
MuzzleFlashLightClass=Class'UTGame.UTLinkGunMuzzleFlashLight'
PlayerViewOffset=(X=16.000000,Y=-18.000000,Z=-18.000000)
LockerRotation=(Pitch=0,Yaw=0,Roll=-16384)
CurrentRating=0.710000
WeaponFireTypes(0)=EWFT_Projectile
FiringStatesArray(1)="WeaponBeamFiring"
WeaponProjectiles(0)=Class'UTGame.UTProj_LinkPlasma'
FireInterval(0)=0.160000
FireInterval(1)=0.350000
InstantHitDamage(1)=100.000000
InstantHitDamageTypes(1)=Class'UTGame.UTDmgType_LinkBeam'
FireOffset=(X=12.000000,Y=10.000000,Z=-10.000000)
WeaponRange=900.000000
Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTBeamWeapon:FirstPersonMesh'
FOV=60.000000
SkeletalMesh=SkeletalMesh'WP_LinkGun.Mesh.SK_WP_Linkgun_1P'
Begin Object Class=AnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=AnimNodeSequence'Engine.Default__AnimNodeSequence'
bCauseActorAnimEnd=True
Name="MeshSequenceA"
ObjectArchetype=AnimNodeSequence'Engine.Default__AnimNodeSequence'
End Object
Animations=AnimNodeSequence'UTGame.Default__UTWeap_LinkGun:MeshSequenceA'
AnimSets(0)=AnimSet'WP_LinkGun.Anims.K_WP_LinkGun_1P_Base'
Scale=0.900000
ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTBeamWeapon:FirstPersonMesh'
End Object
Mesh=FirstPersonMesh
Priority=5.000000
AIRating=0.710000
ItemName="Link Gun"
MaxDesireability=0.700000
PickupMessage="Link Gun"
PickupSound=SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Link_Cue'
Begin Object Class=SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTBeamWeapon:PickupMesh'
SkeletalMesh=SkeletalMesh'WP_LinkGun.Mesh.SK_WP_LinkGun_3P'
ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTBeamWeapon:PickupMesh'
End Object
DroppedPickupMesh=PickupMesh
PickupFactoryMesh=PickupMesh
Name="Default__UTWeap_LinkGun"
ObjectArchetype=UTBeamWeapon'UTGame.Default__UTBeamWeapon'
}
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Creation time: sk 18-3-2018 10:01:02.855 - Created with
UnCodeX