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UTGame.UTWeap_Stinger

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_Stinger

Variables Summary
nameArmFireAnims[2]
nameArmSpinDownAnims[2]
nameArmSpinUpAnims[2]
floatDesiredShotTime
ParticleSystemComponentPrimaryMuzzleFlashPSC
SoundCueSpinningBarrelCue
AudioComponentSpinningBarrelSound
intWarmupShotCount
intWarmupShots[2]
nameWeaponFireAnims[2]
SoundCueWeaponFireStart
SoundCueWeaponLoadSnd
MaterialInstanceConstantWeaponMaterialInstance
nameWeaponSpinDownAnims[2]
SoundCueWeaponSpinDownSnd[2]
nameWeaponSpinUpAnims[2]
SoundCueWeaponSpinUpSnd[2]
SoundCueWeaponWarmUpShotSnd
Weapon
floatWindDownTime[2]
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 BeginState (Name PreviousStateName ))
Active
function BeginState (Name PreviousStateName))
WeaponFiring
function BeginState (name PreviousStateName))
WeaponWindUp
functionbyte BestMode ()))
function EndState (Name NextStateName))
WeaponFiring
function EndState (name NextStateName))
WeaponWindUp
function FireWarmupShot ()
function FireWarmupShot ()))
WeaponWindUp
functionfloat GetAIRating ()))
functionbool HasAmmo (byte FireModeNum, optional int Amount ))
functionbool IsFiring ()))
WeaponFiring
functionbool IsFiring ()))
WeaponWindDown
functionbool IsFiring ()))
WeaponWindUp
function PlayFiringSound ()))
function PostBeginPlay ()))
functionbool RefireCheck ()))
WeaponWindUp
function RefireCheckTimer ()))
WeaponFiring
function SetSkin (Material NewMaterial))
function StopBeltPanner ()))
function Timer ()))
WeaponWindDown
function WeaponWarmedUp ()))
WeaponWindUp
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
Active Source code
simulated state Active
BeginState
WeaponFiring Source code
simulated state WeaponFiring
/********************************************************************************************* * State WeaponFiring * See UTWeapon.WeaponFiring *********************************************************************************************/
BeginState, EndState, IsFiring, RefireCheckTimer
WeaponWindDown Source code
simulated state WeaponWindDown
/********************************************************************************************* * State WindDown * The Minigun enteres this state when it stops firing. It slows the barrels down and when * done, goes active/down/etc. * * Because we don't have animations or sounds, it just delays a bit then exits *********************************************************************************************/
IsFiring, Timer
WeaponWindUp Source code
simulated state WeaponWindUp
/********************************************************************************************* * state WindUp * The Minigun will first enter this state during the firing sequence. It winds up the barrel * * Because we don't have animations or sounds, it just delays a bit then fires. *********************************************************************************************/
BeginState, EndState, FireWarmupShot, IsFiring, RefireCheck, WeaponWarmedUp


Variables Detail

ArmFireAnims[2] Source code

var name ArmFireAnims[2];

ArmSpinDownAnims[2] Source code

var name ArmSpinDownAnims[2];

ArmSpinUpAnims[2] Source code

var name ArmSpinUpAnims[2];
spin up, down, and fire animations to match above for the arm mesh

DesiredShotTime Source code

var float DesiredShotTime;

PrimaryMuzzleFlashPSC Source code

var ParticleSystemComponent PrimaryMuzzleFlashPSC;

SpinningBarrelCue Source code

var SoundCue SpinningBarrelCue;

SpinningBarrelSound Source code

var AudioComponent SpinningBarrelSound;

WarmupShotCount Source code

var int WarmupShotCount;

WarmupShots[2] Source code

var int WarmupShots[2];

WeaponFireAnims[2] Source code

var name WeaponFireAnims[2];

WeaponFireStart Source code

var SoundCue WeaponFireStart;

WeaponLoadSnd Source code

var SoundCue WeaponLoadSnd;

WeaponMaterialInstance Source code

var MaterialInstanceConstant WeaponMaterialInstance;

WeaponSpinDownAnims[2] Source code

var name WeaponSpinDownAnims[2];

WeaponSpinDownSnd[2] Source code

var SoundCue WeaponSpinDownSnd[2];

WeaponSpinUpAnims[2] Source code

var name WeaponSpinUpAnims[2];

WeaponSpinUpSnd[2] Source code

var SoundCue WeaponSpinUpSnd[2];

WeaponWarmUpShotSnd Source code

var SoundCue WeaponWarmUpShotSnd;

Weapon

WindDownTime[2] Source code

var(Weapon) float WindDownTime[2];


Functions Detail

BeginState Active Source code

simulated function BeginState ( Name PreviousStateName ) )
Initialize the weapon as being active and ready to go.

BeginState WeaponFiring Source code

simulated function BeginState ( Name PreviousStateName) )

BeginState WeaponWindUp Source code

simulated function BeginState ( name PreviousStateName) )

BestMode Source code

function byte BestMode ( ) )

EndState WeaponFiring Source code

simulated function EndState ( Name NextStateName) )

EndState WeaponWindUp Source code

simulated function EndState ( name NextStateName) )

FireWarmupShot Source code

simulated function FireWarmupShot ( )
Needed so when the function is called on this object it will be found and then because we are in a state that version will be used

FireWarmupShot WeaponWindUp Source code

simulated function FireWarmupShot ( ) )

GetAIRating Source code

function float GetAIRating ( ) )

HasAmmo Source code

simulated function bool HasAmmo ( byte FireModeNum, optional int Amount ) )
This function checks to see if the weapon has any ammo available for a given fire mode.
@param FireModeNum - The Fire Mode to Test For
@param Amount - [Optional] Check to see if this amount is available. If 0 it will default to checking for the ShotCost

IsFiring WeaponFiring Source code

simulated function bool IsFiring ( ) )

IsFiring WeaponWindDown Source code

simulated function bool IsFiring ( ) )

IsFiring WeaponWindUp Source code

simulated function bool IsFiring ( ) )

PlayFiringSound Source code

simulated function PlayFiringSound ( ) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

RefireCheck WeaponWindUp Source code

simulated function bool RefireCheck ( ) )

RefireCheckTimer WeaponFiring Source code

simulated function RefireCheckTimer ( ) )
Called when the weapon is done firing, handles what to do next. We override the default here so as to go to the WindDown state.

SetSkin Source code

simulated function SetSkin ( Material NewMaterial) )

StopBeltPanner Source code

simulated function StopBeltPanner ( ) )

Timer WeaponWindDown Source code

simulated function Timer ( ) )

WeaponWarmedUp WeaponWindUp Source code

simulated function WeaponWarmedUp ( ) )


Defaultproperties

defaultproperties
{
   WindDownTime(0)=0.270000
   WindDownTime(1)=0.330000
   WarmupShots(0)=5
   WarmupShots(1)=1
   WeaponSpinUpSnd(0)=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_BarrelWindStartCue'
   WeaponSpinUpSnd(1)=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_BarrelWindStartCue'
   WeaponSpinDownSnd(0)=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_BarrelWindStopCue'
   WeaponSpinDownSnd(1)=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_BarrelWindStopCue'
   WeaponWarmUpShotSnd=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_FireCue'
   SpinningBarrelCue=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_BarrelWindLoopCue'
   WeaponSpinUpAnims(0)="WeaponRampUp"
   WeaponSpinUpAnims(1)="WeaponRampUp"
   WeaponSpinDownAnims(0)="WeaponRampDown"
   WeaponSpinDownAnims(1)="WeaponRampDown"
   WeaponFireAnims(0)="WeaponFire"
   WeaponFireAnims(1)="WeaponFire-Secondary"
   ArmSpinUpAnims(0)="WeaponRampUp"
   ArmSpinUpAnims(1)="WeaponRampUp"
   ArmSpinDownAnims(0)="WeaponRampDown"
   ArmSpinDownAnims(1)="WeaponRampDown"
   ArmFireAnims(0)="WeaponFire"
   ArmFireAnims(1)="WeaponFire-Secondary"
   Begin Object Class=ParticleSystemComponent Name=MuzzleFlashComponent ObjName=MuzzleFlashComponent Archetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
      Template=ParticleSystem'WP_Stinger.Particles.P_Stinger_MF_Primary'
      bAutoActivate=False
      SecondsBeforeInactive=1.000000
      DepthPriorityGroup=SDPG_Foreground
      Name="MuzzleFlashComponent"
      ObjectArchetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
   End Object
   PrimaryMuzzleFlashPSC=MuzzleFlashComponent
   bFastRepeater=True
   bTargetFrictionEnabled=True
   bTargetAdhesionEnabled=True
   AmmoCount=100
   LockerAmmoCount=150
   MaxAmmoCount=300
   ShotCost(1)=2
   IconX=273
   IconY=413
   IconWidth=84
   IconHeight=50
   IconCoordinates=(U=453.000000,V=508.000000,UL=147.000000,VL=52.000000)
   CrossHairCoordinates=(U=448.000000,V=0.000000)
   InventoryGroup=6
   AttachmentClass=Class'UTGame.UTAttachment_Stinger'
   GroupWeight=0.520000
   QuickPickGroup=6
   QuickPickWeight=0.900000
   WeaponFireAnim(0)=
   WeaponFireAnim(1)=
   ArmFireAnim(0)=
   ArmFireAnim(1)=
   ArmsAnimSet=AnimSet'WP_Stinger.Anims.K_WP_Stinger_1P_Arms'
   WeaponFireSnd(0)=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_FireLoopCue'
   WeaponFireSnd(1)=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_FireAltCue'
   WeaponPutDownSnd=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_LowerCue'
   WeaponEquipSnd=SoundCue'A_Weapon_Stinger.Weapons.A_Weapon_Stinger_RaiseCue'
   WeaponColor=(B=0,G=255,R=255,A=255)
   MuzzleFlashPSCTemplate=ParticleSystem'WP_Stinger.Particles.P_Stinger_MF_Primary_WarmUP'
   MuzzleFlashAltPSCTemplate=ParticleSystem'WP_Stinger.Particles.P_Stinger_MF_Alt_Fire'
   MuzzleFlashLightClass=Class'UTGame.UTStingerMuzzleFlashLight'
   PlayerViewOffset=(X=0.000000,Y=2.000000,Z=0.000000)
   WidescreenRotationOffset=(Pitch=0,Yaw=0,Roll=0)
   LockerRotation=(Pitch=0,Yaw=0,Roll=-16384)
   CurrentRating=0.710000
   aimerror=700.000000
   AimingHelpRadius(0)=8.500000
   AimingHelpRadius(1)=11.500000
   WeaponFireTypes(1)=EWFT_Projectile
   FiringStatesArray(0)="WeaponWindUp"
   WeaponProjectiles(1)=Class'UTGame.UTProj_StingerShard'
   FireInterval(0)=0.100000
   FireInterval(1)=0.280000
   Spread(0)=0.067500
   InstantHitDamage(0)=14.000000
   InstantHitDamageTypes(0)=Class'UTGame.UTDmgType_StingerBullet'
   EquipTime=0.600000
   FireOffset=(X=19.000000,Y=10.000000,Z=-10.000000)
   bInstantHit=True
   Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
      FOV=65.000000
      SkeletalMesh=SkeletalMesh'WP_Stinger.Mesh.SK_WP_Stinger_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_Stinger:MeshSequenceA'
      AnimSets(0)=AnimSet'WP_Stinger.Anims.K_WP_Stinger_1P_Base'
      ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
   End Object
   Mesh=FirstPersonMesh
   Priority=9.500000
   AIRating=0.710000
   ItemName="Stinger Minigun"
   MaxDesireability=0.730000
   PickupMessage="Stinger Minigun"
   PickupSound=SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Stinger_Cue'
   Begin Object Class=SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh'
      SkeletalMesh=SkeletalMesh'WP_Stinger.Mesh.SK_WP_Stinger_3P_Mid'
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh'
   End Object
   DroppedPickupMesh=PickupMesh
   PickupFactoryMesh=PickupMesh
   Name="Default__UTWeap_Stinger"
   ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon'
}

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Creation time: sk 18-3-2018 10:01:02.970 - Created with UnCodeX