Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

UTGame.UTWeap_LinkGun

Extends
UTBeamWeapon

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

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

Variables Summary
boolbBeamHit
floatBeamAmmoUsePerSecond
actorBeamAttachActor
vectorBeamAttachLocation
vectorBeamAttachNormal
UTEmitterBeamEndpointEffect
UTLinkBeamLightBeamLight
SoundCueEndAltFireSound
ParticleSystemHighPowerMuzzleFlashTemplate
floatLastBeamAttachTime
class<UTAttachment_LinkGun>LinkAttachmentClass
floatLinkBreakDelay
PrimitiveComponentLinkedComponent
array<UTWeap_LinkGun>LinkedList
ActorLinkedTo
floatLinkFlexibility
intLinkStrength
floatMinimumDamage
floatMomentumTransfer
floatPartialAmmo
ParticleSystemComponentPoweredUpEffect
namePoweredUpEffectSocket
floatReaccquireTimer
floatSavedAmmoUse
floatSavedDamage
SoundCueStartAltFireSound
ParticleSystemTeamMuzzleFlashTemplates[3]
ActorVictim
floatWeaponLinkDistance
MaterialInstanceConstantWeaponMaterialInstance
Inherited Variables from UTGame.UTBeamWeapon
BeamEmitter[2], BeamFireAnim[2], BeamPostFireAnim[2], BeamPreFireAnim[2], BeamSockets[2], BeamTemplate[2], BeamWeaponFireWaveForm, EndPointParamName
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))
function AttemptLinkTo (Actor Who, PrimitiveComponent HitComponent))
function BeginState (Name PreviousStateName))
WeaponBeamFiring
functionbyte BestMode ()))
function CalcLinkStrength ()))
functionbool CanHeal (Actor Other))
functionbool CanViewAccelerationWhenFiring ()))
WeaponBeamFiring
function ChangeVisibility (bool bIsVisible))
function ConsumeBeamAmmo (float Amount))
event Destroyed ()))
function DrawWeaponCrosshair (Hud HUD ))
function EndFire (byte FireModeNum))
WeaponBeamFiring
function EndState (Name NextStateName))
WeaponBeamFiring
function FindLinkedWeapons ()))
functionbool FocusOnLeader (bool bLeaderFiring))
functionfloat GetAIRating ()))
functionvector GetLinkedToLocation ()))
function GetLinkedWeapons (out array<UTWeap_LinkGun> LinkedWeapons))
functionfloat GetOptimalRangeFor (Actor Target))
functionclass<ProjectileGetProjectileClass ()))
functionParticleSystem GetTeamMuzzleFlashTemplate (byte TeamNum))
function KillBeamEmitter ()))
function KillEndpointEffect ()))
function PostBeginPlay ()))
function ProcessBeamHit (vector StartTrace, vector AimDir, out ImpactInfo TestImpact, float DeltaTime))
event ReplicatedEvent (name VarName))
function SetBeamEmitterHidden (bool bHide))
function SetCurrentFireMode (byte FiringModeNum))
WeaponBeamFiring
function SetFlashLocation (vector HitLocation))
WeaponBeamFiring
function SetSkin (Material NewMaterial))
functionfloat SuggestAttackStyle ()))
functionfloat SuggestDefenseStyle ()))
function Tick (float DeltaTime))
WeaponBeamFiring
function UnLink (optional bool bDelayed))
function UpdateBeamEmitter (vector FlashLocation, vector HitNormal, actor HitActor))
function WeaponIsDown ()))
WeaponPuttingDown
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

States Summary
WeaponBeamFiring Source code
simulated state WeaponBeamFiring
/********************************************************************************************* * State WeaponFiring * See UTWeapon.WeaponFiring *********************************************************************************************/
BeginState, CanViewAccelerationWhenFiring, EndFire, EndState, SetCurrentFireMode, SetFlashLocation, Tick
WeaponPuttingDown Source code
simulated state WeaponPuttingDown
WeaponIsDown


Variables Detail

bBeamHit Source code

var bool bBeamHit;
true if beam currently hitting target

BeamAmmoUsePerSecond Source code

var float BeamAmmoUsePerSecond;
beam ammo consumption (per second)

BeamAttachActor Source code

var actor BeamAttachActor;
Actor to which beam is being attached

BeamAttachLocation Source code

var vector BeamAttachLocation;
Where beam that isn't hitting a target is currently attached

BeamAttachNormal Source code

var vector BeamAttachNormal;
Normal for beam attachment

BeamEndpointEffect Source code

var UTEmitter BeamEndpointEffect;

BeamLight Source code

var UTLinkBeamLight BeamLight;

EndAltFireSound Source code

var SoundCue EndAltFireSound;

HighPowerMuzzleFlashTemplate Source code

var ParticleSystem HighPowerMuzzleFlashTemplate;

LastBeamAttachTime Source code

var float LastBeamAttachTime;
Last time new beam attachment location was calculated

LinkAttachmentClass Source code

var class<UTAttachment_LinkGun> LinkAttachmentClass;
cached cast of attachment class for calling coloring functions

LinkBreakDelay Source code

var float LinkBreakDelay;
Holds the amount of time to maintain the link before breaking it. This is important so that you can pass through

LinkedComponent Source code

var PrimitiveComponent LinkedComponent;
Holds the component we hit on the linked actor, for determining the linked beam endpoint on multi-component actors (such as Onslaught powernodes)

LinkedList Source code

var array<UTWeap_LinkGun> LinkedList;
Holds the list of link guns linked to this weapon

LinkedTo Source code

var Actor LinkedTo;
Holds the actor that this weapon is linked to.

LinkFlexibility Source code

var float LinkFlexibility;
Holds the amount of flexibility of the link beam

LinkStrength Source code

var repnotify int LinkStrength;
Holds the current strength (in #s) of the link

MinimumDamage Source code

var float MinimumDamage;
minimum SavedDamage before we actually apply it (needs to be large enough to counter any scaling factors that might reduce to below 1)

MomentumTransfer Source code

var float MomentumTransfer;
Momentum transfer for link beam (per second)

PartialAmmo Source code

var float PartialAmmo;
Saved partial ammo consumption

PoweredUpEffect Source code

var ParticleSystemComponent PoweredUpEffect;
activated whenever we're linked to other players (LinkStrength > 1)

PoweredUpEffectSocket Source code

var name PoweredUpEffectSocket;
socket to attach PoweredUpEffect to on our mesh

ReaccquireTimer Source code

var float ReaccquireTimer;
This is a time used with LinkBrekaDelay above

SavedAmmoUse Source code

var float SavedAmmoUse;
saved partial ammo use

SavedDamage Source code

var float SavedDamage;
saved partial damage (in case of high frame rate

StartAltFireSound Source code

var SoundCue StartAltFireSound;

TeamMuzzleFlashTemplates[3] Source code

var ParticleSystem TeamMuzzleFlashTemplates[3];

Victim Source code

var Actor Victim;
Holds the Actor currently being hit by the beam

WeaponLinkDistance Source code

var float WeaponLinkDistance;
players holding link guns within this distance of each other automatically link up

WeaponMaterialInstance Source code

var MaterialInstanceConstant WeaponMaterialInstance;


Functions Detail

AttachWeaponTo Source code

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

AttemptLinkTo Source code

function AttemptLinkTo ( Actor Who, PrimitiveComponent HitComponent) )
This function looks at how the beam is hitting and determines if this person is linkable

BeginState WeaponBeamFiring Source code

simulated function BeginState ( Name PreviousStateName) )

BestMode Source code

function byte BestMode ( ) )

CalcLinkStrength Source code

function CalcLinkStrength ( ) )
this function figures out the strength of this link

CanHeal Source code

function bool CanHeal ( Actor Other) )

CanViewAccelerationWhenFiring WeaponBeamFiring Source code

simulated function bool CanViewAccelerationWhenFiring ( ) )
You can run around spamming the beam and needing to look around all speed

ChangeVisibility Source code

simulated function ChangeVisibility ( bool bIsVisible) )

ConsumeBeamAmmo Source code

function ConsumeBeamAmmo ( float Amount) )
ConsumeBeamAmmo() consume beam ammo per tick.

Destroyed Source code

simulated event Destroyed ( ) )
When destroyed, make sure we clean ourselves from any chains

DrawWeaponCrosshair Source code

simulated function DrawWeaponCrosshair ( Hud HUD ) )
Draw the Crosshairs

EndFire WeaponBeamFiring Source code

simulated function EndFire ( byte FireModeNum) )
When done firing, we have to make sure we unlink the weapon.

EndState WeaponBeamFiring Source code

simulated function EndState ( Name NextStateName) )

FindLinkedWeapons Source code

function FindLinkedWeapons ( ) )
checks for nearby friendly link gun users and links to them

FocusOnLeader Source code

function bool FocusOnLeader ( bool bLeaderFiring) )

GetAIRating Source code

function float GetAIRating ( ) )

GetLinkedToLocation Source code

simulated function vector GetLinkedToLocation ( ) )
Returns a vector that specifics the point of linking.

GetLinkedWeapons Source code

function GetLinkedWeapons ( out array<UTWeap_LinkGun> LinkedWeapons) )
gets a list of the entire link chain

GetOptimalRangeFor Source code

function float GetOptimalRangeFor ( Actor Target) )

GetProjectileClass Source code

function class<Projectile> GetProjectileClass ( ) )

GetTeamMuzzleFlashTemplate Source code

simulated function ParticleSystem GetTeamMuzzleFlashTemplate ( byte TeamNum) )

KillBeamEmitter Source code

simulated function KillBeamEmitter ( ) )

KillEndpointEffect Source code

simulated function KillEndpointEffect ( ) )
deactivates the beam endpoint effect, if present

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

ProcessBeamHit Source code

simulated function ProcessBeamHit ( vector StartTrace, vector AimDir, out ImpactInfo TestImpact, float DeltaTime) )
Process the hit info

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

SetBeamEmitterHidden Source code

simulated function SetBeamEmitterHidden ( bool bHide) )

SetCurrentFireMode WeaponBeamFiring Source code

simulated function SetCurrentFireMode ( byte FiringModeNum) )

SetFlashLocation WeaponBeamFiring Source code

function SetFlashLocation ( vector HitLocation) )

SetSkin Source code

simulated function SetSkin ( Material NewMaterial) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )

SuggestDefenseStyle Source code

function float SuggestDefenseStyle ( ) )

Tick WeaponBeamFiring Source code

simulated function Tick ( float DeltaTime) )
Update the beam and handle the effects

UnLink Source code

function UnLink ( optional bool bDelayed) )
Unlink this weapon from it's parent. If bDelayed is true, it will give a short delay before unlinking to allow the player to re-establish the link

UpdateBeamEmitter Source code

simulated function UpdateBeamEmitter ( vector FlashLocation, vector HitNormal, actor HitActor) )

WeaponIsDown WeaponPuttingDown Source code

simulated function WeaponIsDown ( ) )


Defaultproperties

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'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: sk 18-3-2018 10:01:02.855 - Created with UnCodeX