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UTGame.UTWeap_ShockRifle

Extends
UTWeapon

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

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

Variables Summary
boolbRegisterTarget
boolbWaitForCombo
boolbWasACombo
vectorComboStart
UTProj_ShockBallComboTarget
intCurrentPath
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 ()))
functionImpactInfo CalcWeaponFire (vector StartTrace, vector EndTrace, optional out array<ImpactInfo> ImpactList))
function ClearCombo ()))
function DoCombo ()))
functionrotator GetAdjustedAim (vector StartFireLoc ))
functionfloat GetAIRating ()))
functionvector InstantFireStartTrace ()))
function PlayFireEffects (byte FireModeNum, optional vector HitLocation ))
functionProjectile ProjectileFire ()))
functionfloat RangedAttackTime ()))
event RefireCheckTimer ()))
WeaponFiring
function SetComboTarget (UTProj_ShockBall S))
function SetFlashLocation (vector HitLocation ))
function SetMuzzleFlashParams (ParticleSystemComponent PSC))
function SetSkin (Material NewMaterial))
function StartFire (byte FireModeNum))
functionfloat SuggestAttackStyle ()))
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
WeaponFiring Source code
simulated state WeaponFiring
RefireCheckTimer


Variables Detail

bRegisterTarget Source code

var bool bRegisterTarget;

bWaitForCombo Source code

var bool bWaitForCombo;

bWasACombo Source code

var bool bWasACombo;

ComboStart Source code

var vector ComboStart;

ComboTarget Source code

var UTProj_ShockBall ComboTarget;

CurrentPath Source code

var int CurrentPath;


Functions Detail

AttachWeaponTo Source code

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

BestMode Source code

function byte BestMode ( ) )

CalcWeaponFire Source code

simulated function ImpactInfo CalcWeaponFire ( vector StartTrace, vector EndTrace, optional out array<ImpactInfo> ImpactList) )

ClearCombo Source code

function ClearCombo ( ) )

DoCombo Source code

function DoCombo ( ) )

GetAdjustedAim Source code

simulated function rotator GetAdjustedAim ( vector StartFireLoc ) )

GetAIRating Source code

function float GetAIRating ( ) )

InstantFireStartTrace Source code

simulated function vector InstantFireStartTrace ( ) )
Overriden to use GetPhysicalFireStartLoc() instead of Instigator.GetWeaponStartTraceLocation()
@returns position of trace start for instantfire()

PlayFireEffects Source code

simulated function PlayFireEffects ( byte FireModeNum, optional vector HitLocation ) )

ProjectileFire Source code

simulated function Projectile ProjectileFire ( ) )

RangedAttackTime Source code

function float RangedAttackTime ( ) )

RefireCheckTimer WeaponFiring Source code

simulated event RefireCheckTimer ( ) )
Called when the weapon is done firing, handles what to do next.

SetComboTarget Source code

function SetComboTarget ( UTProj_ShockBall S) )

SetFlashLocation Source code

function SetFlashLocation ( vector HitLocation ) )

SetMuzzleFlashParams Source code

simulated function SetMuzzleFlashParams ( ParticleSystemComponent PSC) )

SetSkin Source code

simulated function SetSkin ( Material NewMaterial) )

StartFire Source code

simulated function StartFire ( byte FireModeNum) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )


Defaultproperties

defaultproperties
{
   bSniping=True
   bTargetFrictionEnabled=True
   bTargetAdhesionEnabled=True
   AmmoCount=20
   LockerAmmoCount=30
   MaxAmmoCount=50
   FireCameraAnim(0)=None
   FireCameraAnim(1)=CameraAnim'Camera_FX.ShockRifle.C_WP_ShockRifle_Alt_Fire_Shake'
   WeaponFireWaveForm=ForceFeedbackWaveform'UTGame.Default__UTWeap_ShockRifle:ForceFeedbackWaveformShooting1'
   IconX=400
   IconY=129
   IconWidth=22
   IconHeight=48
   IconCoordinates=(U=728.000000,V=382.000000,UL=162.000000,VL=45.000000)
   CrossHairCoordinates=(U=256.000000,V=0.000000)
   InventoryGroup=4
   AttachmentClass=Class'UTGame.UTAttachment_ShockRifle'
   GroupWeight=0.500000
   QuickPickGroup=0
   QuickPickWeight=0.900000
   WeaponFireAnim(1)="WeaponAltFire"
   WeaponFireSnd(0)=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_FireCue'
   WeaponFireSnd(1)=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_AltFireCue'
   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"
   MuzzleFlashPSCTemplate=ParticleSystem'WP_ShockRifle.Particles.P_ShockRifle_MF_Alt'
   MuzzleFlashAltPSCTemplate=ParticleSystem'WP_ShockRifle.Particles.P_ShockRifle_MF_Alt'
   MuzzleFlashColor=(B=255,G=120,R=200,A=255)
   MuzzleFlashLightClass=Class'UTGame.UTShockMuzzleFlashLight'
   PlayerViewOffset=(X=17.000000,Y=10.000000,Z=-8.000000)
   LockerRotation=(Pitch=32768,Yaw=0,Roll=16384)
   CurrentRating=0.650000
   ShouldFireOnRelease(1)=1
   WeaponFireTypes(1)=EWFT_Projectile
   WeaponProjectiles(1)=Class'UTGame.UTProj_ShockBall'
   FireInterval(0)=0.770000
   FireInterval(1)=0.600000
   InstantHitDamage(0)=45.000000
   InstantHitMomentum(0)=60000.000000
   InstantHitDamageTypes(0)=Class'UTGame.UTDmgType_ShockPrimary'
   InstantHitDamageTypes(1)=None
   FireOffset=(X=20.000000,Y=5.000000,Z=0.000000)
   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_ShockRifle: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=4.200000
   AIRating=0.650000
   ItemName="Shock Rifle"
   MaxDesireability=0.650000
   PickupMessage="Shock Rifle"
   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'
      SkeletalMesh=SkeletalMesh'WP_ShockRifle.Mesh.SK_WP_ShockRifle_3P'
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh'
   End Object
   DroppedPickupMesh=PickupMesh
   PickupFactoryMesh=PickupMesh
   Name="Default__UTWeap_ShockRifle"
   ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon'
}

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Creation time: sk 18-3-2018 10:01:02.941 - Created with UnCodeX