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UTGame.UTWeap_SniperRifle

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_SniperRifle

Variables Summary
boolbAbortZoom
boolbDisplayCrosshair
floatFadeTime
floatHeadShotDamageMult
class<UTDamageType>HeadShotDamageType
Texture2DHudMaterial
floatRunningHeadshotScale
floatSlowHeadshotScale
array<MaterialInterface>TeamSkins
intZoomCount
audiocomponentZoomLoop
soundcueZoomLoopCue
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
functionbyte BestMode ()))
event CauseMuzzleFlash ()))
function ChangeVisibility (bool bIsVisible))
functionbool DenyClientWeaponSet ()))
function DrawWeaponCrosshair (Hud HUD ))
function DrawZoomedOverlay (HUD H ))
function EndFire (Byte FireModeNum))
function EndZoom (UTPlayerController PC))
functionfloat GetAIRating ()))
functionvector GetEffectLocation ()))
function Gotozoom ()))
function HolderEnteredVehicle ()))
function LeaveZoom ()))
function PlayWeaponPutDown ()))
function PreloadTextures (bool bForcePreload))
function ProcessInstantHit (byte FiringMode, ImpactInfo Impact ))
function PutDownWeapon ()))
functionbool RecommendRangedAttack ()))
function RestartCrosshair ()))
function SetSkin (Material NewMaterial))
function StartZoom (UTPlayerController PC))
function StopZoom ()))
functionfloat SuggestAttackStyle ()))
functionfloat SuggestDefenseStyle ()))
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

bAbortZoom Source code

var bool bAbortZoom;
Zoom minimum time

bDisplayCrosshair Source code

var bool bDisplayCrosshair;
Whether the standard crosshair should be displayed

FadeTime Source code

var float FadeTime;

HeadShotDamageMult Source code

var float HeadShotDamageMult;

HeadShotDamageType Source code

var class<UTDamageType> HeadShotDamageType;

HudMaterial Source code

var Texture2D HudMaterial;

RunningHeadshotScale Source code

var float RunningHeadshotScale;
headshot scale factor when running or falling

SlowHeadshotScale Source code

var float SlowHeadshotScale;
headshot scale factor when moving slowly or stopped

TeamSkins Source code

var array<MaterialInterface> TeamSkins;

ZoomCount Source code

var int ZoomCount;
tracks number of zoom started calls before zoom is ended

ZoomLoop Source code

var audiocomponent ZoomLoop;
sound while the zoom is in progress

ZoomLoopCue Source code

var soundcue ZoomLoopCue;


Functions Detail

BestMode Source code

function byte BestMode ( ) )

CauseMuzzleFlash Source code

simulated event CauseMuzzleFlash ( ) )

ChangeVisibility Source code

simulated function ChangeVisibility ( bool bIsVisible) )

DenyClientWeaponSet Source code

simulated function bool DenyClientWeaponSet ( ) )

DrawWeaponCrosshair Source code

simulated function DrawWeaponCrosshair ( Hud HUD ) )

DrawZoomedOverlay Source code

simulated function DrawZoomedOverlay ( HUD H ) )

EndFire Source code

simulated function EndFire ( Byte FireModeNum) )

EndZoom Source code

simulated function EndZoom ( UTPlayerController PC) )
Called when zooming ends
@param PC - cast of Instigator.Controller for convenience

GetAIRating Source code

function float GetAIRating ( ) )

GetEffectLocation Source code

simulated function vector GetEffectLocation ( ) )

Gotozoom Source code

simulated function Gotozoom ( ) )

HolderEnteredVehicle Source code

simulated function HolderEnteredVehicle ( ) )

LeaveZoom Source code

simulated function LeaveZoom ( ) )

PlayWeaponPutDown Source code

simulated function PlayWeaponPutDown ( ) )

PreloadTextures Source code

simulated function PreloadTextures ( bool bForcePreload) )

ProcessInstantHit Source code

simulated function ProcessInstantHit ( byte FiringMode, ImpactInfo Impact ) )

PutDownWeapon Source code

simulated function PutDownWeapon ( ) )

RecommendRangedAttack Source code

function bool RecommendRangedAttack ( ) )

RestartCrosshair Source code

simulated function RestartCrosshair ( ) )

SetSkin Source code

simulated function SetSkin ( Material NewMaterial) )

StartZoom Source code

simulated function StartZoom ( UTPlayerController PC) )
Called when zooming starts
@param PC - cast of Instigator.Controller for convenience

StopZoom Source code

simulated function StopZoom ( ) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )

SuggestDefenseStyle Source code

function float SuggestDefenseStyle ( ) )


Defaultproperties

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