UTGame.UTWeap_SniperRifle
- Extends
- UTWeapon
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.UTWeap_SniperRifle
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.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 bAbortZoom;
var bool bDisplayCrosshair;
var float FadeTime;
var float HeadShotDamageMult;
var float RunningHeadshotScale;
var float SlowHeadshotScale;
var int ZoomCount;
function byte BestMode ( ) )
simulated event CauseMuzzleFlash ( ) )
simulated function ChangeVisibility ( bool bIsVisible) )
simulated function bool DenyClientWeaponSet ( ) )
simulated
function DrawWeaponCrosshair (
Hud HUD ) )
simulated
function DrawZoomedOverlay (
HUD H ) )
simulated function EndFire ( Byte FireModeNum) )
function float GetAIRating ( ) )
simulated
function vector GetEffectLocation ( ) )
simulated function Gotozoom ( ) )
simulated function HolderEnteredVehicle ( ) )
simulated function LeaveZoom ( ) )
simulated function PlayWeaponPutDown ( ) )
simulated function PreloadTextures ( bool bForcePreload) )
simulated
function ProcessInstantHit (
byte FiringMode,
ImpactInfo Impact ) )
simulated function PutDownWeapon ( ) )
function bool RecommendRangedAttack ( ) )
simulated function RestartCrosshair ( ) )
simulated
function SetSkin (
Material NewMaterial) )
simulated function StopZoom ( ) )
function float SuggestAttackStyle ( ) )
function float SuggestDefenseStyle ( ) )
defaultproperties
{
HeadShotDamageType=Class'UTGame.UTDmgType_SniperHeadShot'
HeadShotDamageMult=2.000000
HudMaterial=Texture2D'WP_SniperRifle.Textures.T_SniperCrosshair'
TeamSkins(0)=Material'WP_SniperRifle.Materials.M_WP_SniperRifle'
TeamSkins(1)=MaterialInstanceConstant'WP_SniperRifle.Materials.M_WP_SniperRifle_Blue'
SlowHeadshotScale=1.750000
RunningHeadshotScale=0.800000
bDisplayCrosshair=True
ZoomLoopCue=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ZoomLoop_Cue'
FadeTime=0.300000
bWarnIfInLocker=True
bSniping=True
bTargetFrictionEnabled=True
bTargetAdhesionEnabled=True
AmmoCount=10
LockerAmmoCount=10
MaxAmmoCount=40
WeaponFireWaveForm=ForceFeedbackWaveform'UTGame.Default__UTWeap_SniperRifle:ForceFeedbackWaveformShooting1'
IconX=451
IconY=448
IconWidth=54
IconHeight=51
IconCoordinates=(U=726.000000,V=532.000000,UL=165.000000,VL=51.000000)
CrossHairCoordinates=(U=256.000000)
InventoryGroup=9
bZoomedFireMode(0)=0
bZoomedFireMode(1)=1
ZoomedTargetFOV=12.000000
ZoomedRate=30.000000
AttachmentClass=Class'UTGame.UTAttachment_SniperRifle'
GroupWeight=0.500000
QuickPickGroup=7
QuickPickWeight=0.800000
ArmsAnimSet=AnimSet'WP_SniperRifle.Anims.K_WP_SniperRifle_1P_Arms'
WeaponFireSnd(0)=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_Fire_Cue'
WeaponPutDownSnd=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_Lower_Cue'
WeaponEquipSnd=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_Raise_Cue'
WeaponColor=(B=64,G=0,R=255,A=255)
MuzzleFlashPSCTemplate=ParticleSystem'WP_SniperRifle.Effects.P_WP_SniperRifle_MuzzleFlash'
MuzzleFlashLightClass=Class'UTGame.UTRocketMuzzleFlashLight'
LockerRotation=(Pitch=0,Yaw=0,Roll=-16384)
CurrentRating=0.700000
aimerror=600.000000
ZoomedTurnSpeedScalePct=0.450000
TargetFrictionMultiplierRange=(X=0.100000,Y=0.200000)
TargetFrictionOffset=(X=0.000000,Y=0.000000,Z=40.000000)
FiringStatesArray(1)="Active"
FireInterval(0)=1.330000
FireInterval(1)=1.330000
InstantHitDamage(0)=70.000000
InstantHitMomentum(0)=10000.000000
InstantHitDamageTypes(0)=Class'UTGame.UTDmgType_SniperPrimary'
InstantHitDamageTypes(1)=None
EquipTime=0.600000
PutDownTime=0.450000
bInstantHit=True
Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
FOV=65.000000
SkeletalMesh=SkeletalMesh'WP_SniperRifle.Mesh.SK_WP_SniperRifle_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_SniperRifle:MeshSequenceA'
AnimSets(0)=AnimSet'WP_SniperRifle.Anims.K_WP_SniperRifle_1P_Base'
bForceUpdateAttachmentsInTick=True
Scale=1.500000
ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
End Object
Mesh=FirstPersonMesh
Priority=4.100000
AIRating=0.700000
ItemName="Sniper Rifle"
MaxDesireability=0.630000
PickupMessage="Sniper Rifle"
PickupSound=SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Sniper_Cue'
Begin Object Class=SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh'
SkeletalMesh=SkeletalMesh'WP_SniperRifle.Mesh.SK_WP_SniperRifle_3P_Mid'
ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh'
End Object
DroppedPickupMesh=PickupMesh
PickupFactoryMesh=PickupMesh
Name="Default__UTWeap_SniperRifle"
ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon'
}
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Creation time: sk 18-3-2018 10:01:02.955 - Created with
UnCodeX