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UTGame.UTWeapon

Extends
GameWeapon
Modifiers
native nativereplication dependson ( UTPlayerController ) config ( Weapon ) abstract

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

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

Direct Known Subclasses:

UTBeamWeapon, UTDeployable, UTVehicleWeapon, UTWeap_Avril, UTWeap_BioRifle, UTWeap_BioRifle_Content, UTWeap_Enforcer, UTWeap_FlakCannon, UTWeap_ImpactHammer, UTWeap_InstagibRifle, UTWeap_Physicsgun, UTWeap_Redeemer, UTWeap_RocketLauncher, UTWeap_ShockRifle, UTWeap_SniperRifle, UTWeap_Stinger, UTWeap_Translocator

Variables Summary
stringAdditionalHintString
floatAimError
floatAimingHelpRadius[2]
intAmmoCount
AmmoWidgetDisplayStyleAmmoDisplayType
class<UTAmmoPickupFactory>AmmoPickupClass
floatAmmoRechargeRate
class<UTWeaponAttachment>AttachmentClass
boolbAllowFiringWithoutController
boolbAutoCharge
boolbCanDestroyBarricades
boolbConsiderProjectileAcceleration
boolbDebugWeapon
boolbExportMenuData
boolbFastRepeater
boolbForceHidden
boolbHasLocationSpeech
boolbLeadTarget
boolbLockedAimWhileFiring
boolbMuzzleFlashAttached
boolbMuzzleFlashPSCLoops
boolbNeverForwardPendingFire
boolbPendingShow
boolbRecommendSplashDamage
boolbShowAltMuzzlePSCWhenWeaponHidden
boolbSmallWeapons
boolbSniping
boolbSplashJump
boolbSuperWeapon
boolbSuppressSounds
boolbUseCustomCoordinates
boolbUsingAimingHelp
boolbWarnIfInLocker
boolbWasLocked
array<byte>bZoomedFireMode
colorCrosshairColor
UIRoot.TextureCoordinatesCrossHairCoordinates
Texture2DCrosshairImage
floatCrosshairScaling
stringCrouchHintString
floatCurrentLockedScale
floatCurrentRating
UIRoot.TextureCoordinatesCustomCrosshairCoordinates
floatDroppedPickupOffsetZ
array<name>EffectSockets
floatFinalLockedScale
array<CameraAnim>FireCameraAnim
floatGroupWeight
vectorHiddenWeaponsOffset
byteHitEnemy
UIRoot.TextureCoordinatesIconCoordinates
intIconHeight
intIconWidth
intIconX
intIconY
byteInventoryGroup
floatInventoryWeight
stringJumpHintString
floatLastHitEnemyTime
RotatorLastRotation
floatLastRotUpdate
floatLastWeaponFireTime
Array<SoundNodeWave>LocationSpeech
UIRoot.TextureCoordinatesLockedCrossHairCoordinates
floatLockedScaleTime
floatLockedStartTime
intLockerAmmoCount
vectorLockerOffset
rotatorLockerRotation
intMaxAmmoCount
floatMaxPitchLag
floatMaxYawLag
array<float>MinReloadPct
ParticleSystemMuzzleFlashAltPSCTemplate
colorMuzzleFlashColor
UTExplosionLightMuzzleFlashLight
class<UTExplosionLight>MuzzleFlashLightClass
UTParticleSystemComponentMuzzleFlashPSC
ParticleSystemMuzzleFlashPSCTemplate
nameMuzzleFlashSocket
ObjectiveAnnouncementInfoNeedToPickUpAnnouncement
floatOldLeadMag[2]
floatOldMaxDiff[2]
intOldRotDiff[2]
MeshComponentOverlayMesh
floatPartialCharge
vectorPivotTranslation
stringPrimaryFireHintString
floatProjectileSpawnOffset
intQuickPickGroup
floatQuickPickWeight
floatReturnChgSpeed
floatRotChgSpeed
stringSecondaryFireHintString
array<int>ShotCost
UIRoot.TextureCoordinatesSimpleCrossHairCoordinates
floatStartLockedScale
floatSwitchAbortTime
stringUseHintString
floatWeaponCanvasXPct
floatWeaponCanvasYPct
colorWeaponColor
ForceFeedbackWaveformWeaponFireWaveForm
rotatorWidescreenRotationOffset
byteZoomedFireModeNum
floatZoomedRate
floatZoomedTargetFOV
floatZoomFadeTime
SoundCueZoomInSound
SoundCueZoomOutSound
Animations
array<name>ArmFireAnim
array<name>ArmIdleAnims
AnimSetArmsAnimSet
nameArmsEquipAnim
nameArmsPutDownAnim
boolbUsesOffhand
nameWeaponEquipAnim
array<name>WeaponFireAnim
array<name>WeaponIdleAnims
nameWeaponPutDownAnim
FirstPerson
vectorPlayerViewOffset
vectorSmallWeaponsOffset
floatWideScreenOffsetScaling
Sounds
SoundCueWeaponEquipSnd
array<SoundCue>WeaponFireSnd
SoundCueWeaponPutDownSnd
UTWeapon
floatBobDamping
boolbTargetAdhesionEnabled
boolbTargetFrictionEnabled
floatJumpDamping
floatMuzzleFlashDuration
floatTargetAdhesionAimDistY
floatTargetAdhesionAimDistZ
floatTargetAdhesionDistanceMax
floatTargetAdhesionPlayerVelocityMin
floatTargetAdhesionScaleAmountMin
Vector2dTargetAdhesionScaleRange
floatTargetAdhesionTargetVelocityMin
floatTargetAdhesionTimeMax
floatTargetAdhesionZoomedBoostValue
InterpCurveFloatTargetFrictionDistanceCurve
floatTargetFrictionDistanceMax
floatTargetFrictionDistanceMin
floatTargetFrictionDistancePeak
Vector2dTargetFrictionMultiplierRange
vectorTargetFrictionOffset
floatTargetFrictionPeakHeightScale
floatTargetFrictionPeakRadiusScale
floatTargetFrictionZoomedBoostValue
floatZoomedTurnSpeedScalePct
Inherited Variables from Engine.Weapon
AIRating, bCanThrow, bInstantHit, bMeleeWeapon, bWeaponPutDown, CachedMaxRange, CurrentFireMode, DefaultAnimSpeed, EquipTime, FireInterval, FireOffset, FiringStatesArray, InstantHitDamage, InstantHitDamageTypes, InstantHitMomentum, Mesh, Priority, PutDownTime, ShouldFireOnRelease, Spread, WeaponFireTypes, WeaponProjectiles, WeaponRange

Enumerations Summary
AmmoWidgetDisplayStyle
EAWDS_Numeric, EAWDS_BarGraph, EAWDS_Both, EAWDS_None,
EZoomState
ZST_NotZoomed, ZST_ZoomingOut, ZST_ZoomingIn, ZST_Zoomed,
Inherited Enumerations from Engine.Weapon
EWeaponFireType

Functions Summary
function Activate ()))
function Activate ()
WeaponPuttingDown
function ActiveRenderOverlays (HUD H ))
functionint AddAmmo (int Amount ))
function AdjustPlayerDamage (out int Damage, Controller InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType))
function AdjustWeaponTimingForConsole ()))
functionbool AllowSwitchTo (Weapon NewWeapon))
functionbool AmmoMaxed (int mode))
function AttachMuzzleFlash ()))
function AttachWeaponTo (SkeletalMeshComponent MeshCpnt, optional Name SocketName ))
function BeginFire (Byte FireModeNum ))
Active
function BeginFire (Byte FireModeNum ))
WeaponFiring
function BeginState (Name PreviousStateName ))
Active
function BeginState (name PreviousStateName))
Inactive
function BeginState (name PrevStateName))
WeaponAbortEquip
function BeginState (Name PreviousStateName))
WeaponEquipping
function BeginState (Name PrevStateName))
WeaponFiring
function BeginState (Name PreviousStateName ))
WeaponPuttingDown
functionbyte BestMode ()))
functionfloat BotDesireability (Actor PickupHolder, Pawn P, Controller C))
functionbool bReadyToFire ()))
functionbool bReadyToFire ()))
Inactive
functionbool bReadyToFire ()))
WeaponPuttingDown
function CalcInventoryWeight ()))
functionbool CanAttack (Actor Other))
functionbool CanHeal (Actor Other))
functionbool CanThrow ()))
functionbool CanViewAccelerationWhenFiring ()))
event CauseMuzzleFlash ()))
event CauseMuzzleFlashLight ()))
function ChangeVisibility (bool bIsVisible))
function ChangeVisibility (bool bIsVisible))
Active
functionbool CheckZoom (byte FireModeNum))
function ClientEndFire (byte FireModeNum))
function ClientWeaponSet (bool bOptionalSet ))
function ClientWeaponThrown ()))
function ConsumeAmmo (byte FireModeNum ))
functionbool CoversScreenSpace (vector ScreenLoc, Canvas Canvas))
function CreateOverlayMesh ()))
functionbool DenyClientWeaponSet ()))
WeaponFiring
functionbool DenyPickupQuery (class<Inventory> ItemClass, Actor Pickup))
functionfloat DesireAmmo (bool bDetour))
event Destroyed ()))
function DetachMuzzleFlash ()))
function DetachWeapon ()))
functionfloat DetourWeight (Pawn Other, float PathWeight))
function DisplayDebug (HUD HUD, out float out_YL, out float out_YPos))
function DrawKillIcon (Canvas Canvas, float ScreenX, float ScreenY, float HUDScaleX, float HUDScaleY))
function DrawLockedOn (HUD H ))
function DrawWeaponCrosshair (Hud HUD ))
function DropFrom (vector StartLocation, vector StartVelocity))
functionbool EnableFriendlyWarningCrosshair ()))
function EndFire (Byte FireModeNum))
function EndState (Name NextStateName))
Active
function EndState (Name NextStateName))
Inactive
function EndState (Name NextStateName))
WeaponAbortEquip
function EndState (Name NextStateName))
WeaponEquipping
function EndState (Name NextStateName))
WeaponFiring
function EndState (Name NextStateName))
WeaponPuttingDown
function EndZoom (UTPlayerController PC))
function EnsureWeaponOverlayComponentLast ()
function FireAmmunition ()))
function FireHack ()
functionbool FireOnRelease ()))
function FiringPutDownWeapon ()))
functionint GetAmmoCount ()))
functionAnimNodeSequence GetArmAnimNodeSeq ()))
functionvector GetEffectLocation ()))
functionfloat GetEquipTime ()))
functionfloat GetFireInterval (byte FireModeNum ))
functionEWeaponHand GetHand ()))
functionfloat GetOptimalRangeFor (Actor Target))
functionstring GetOwnerName ()))
functionvector GetPhysicalFireStartLoc (optional vector AimDir))
eventfloat GetPowerPerc ()))
function GetViewAxes (out vector xaxis, out vector yaxis, out vector zaxis ))
functionfloat GetWeaponRating ()))
functionEZoomState GetZoomedState ()))
function GivenTo (Pawn NewOwner, bool bDoNotActivate))
functionbool HasAmmo (byte FireModeNum, optional int Amount ))
functionbool HasAnyAmmo ()))
function HolderEnteredVehicle ()
functionImpactInfo InstantAimHelp (vector StartTrace, vector EndTrace, ImpactInfo RealImpact))
function InstantFire ()))
functionvector InstantFireEndTrace (vector StartTrace))
functionvector InstantFireStartTrace ()))
functionbool IsFullyCharged ()))
functionint LagRot (int NewValue, int LastValue, float MaxDiff, int Index))
function Loaded (optional bool bUseWeaponMax))
event MuzzleFlashTimer ()))
functionbool NeedAmmo ()))
event OnAnimEnd (optional AnimNodeSequence SeqNode, optional float PlayedTime, optional float ExcessTime))
Active
function PerformWeaponChange ()))
function PlayArmAnimation (Name Sequence, float fDesiredDuration, optional bool OffHand, optional bool bLoop, optional SkeletalMeshComponent SkelMesh))
function PlayFireEffects (byte FireModeNum, optional vector HitLocation ))
function PlayFiringSound ()))
function PlayWeaponAnimation (name Sequence, float fDesiredDuration, optional bool bLoop, optional SkeletalMeshComponent SkelMesh))
function PlayWeaponAnimation (Name Sequence, float fDesiredDuration, optional bool bLoop, optional SkeletalMeshComponent SkelMesh))
Active
function PlayWeaponEquip ()))
function PlayWeaponPutDown ()))
function PostBeginPlay ()))
function PreloadTextures (bool bForcePreload))
function ProcessInstantHit (byte FiringMode, ImpactInfo Impact ))
functionProjectile ProjectileFire ()))
functionbool ReadyToFire (bool bFinished))
function RefireCheckTimer ()
event ReplicatedEvent (name VarName))
event ReplicatedEvent (name VarName))
WeaponFiring
function SendToFiringState (byte FireModeNum ))
function ServerReselectWeapon ()
function ServerStartFire (byte FireModeNum))
function ServerStartFire (byte FireModeNum ))
Active
function SetMuzzleFlashParams (ParticleSystemComponent PSC))
event SetPosition (UTPawn Holder))
function SetSkin (Material NewMaterial))
function SetupArmsAnim ()))
function SetWeaponOverlayFlags (UTPawn OwnerPawn))
function ShakeView ()))
functionbool ShouldFireWithoutTarget ()))
functionbool ShouldLagRot ()))
functionbool ShouldLagRot ()))
Active
functionbool ShouldSwitchTo (UTWeapon InWeapon))
functionbool SplashJump ()))
function StartFire (byte FireModeNum))
function StartZoom (UTPlayerController PC))
functionbool StillFiring (byte FireMode))
function StopFireEffects (byte FireModeNum))
event StopMuzzleFlash ()))
function ThrottleLook (out float aTurn, out float aLookup)
function TimeWeaponEquipping ()))
function TimeWeaponPutDown ()))
functionbool TryPutDown ()))
functionbool TryPutDown ()))
WeaponEquipping
function WeaponEmpty ()))
function WeaponEquipAborted ()))
WeaponAbortEquip
function WeaponPlaySound (SoundCue Sound, optional float NoiseLoudness))
Inherited Functions from Engine.Weapon
Activate, AddAmmo, AddSpread, AdjustFOVAngle, AttachWeaponTo, BeginFire, BeginState, CalcWeaponFire, CanAttack, CanThrow, ClearFlashCount, ClearFlashLocation, ClearPendingFire, ClientWeaponSet, ClientWeaponThrown, ConsumeAmmo, CustomFire, DemoBeginFire, DemoEndFire, DenyClientWeaponSet, DenyPickupQuery, Destroyed, DetachWeapon, DisplayDebug, DoOverrideNextWeapon, DoOverridePrevWeapon, DropFrom, DumpWeaponDebugToLog, EndFire, EndState, FireAmmunition, FireModeUpdated, FireOnRelease, FocusOnLeader, ForceEndFire, GetAdjustedAim, GetAIRating, GetDamageRadius, GetFireInterval, GetMuzzleLoc, GetPhysicalFireStartLoc, GetProjectileClass, GetTraceOwner, GetTraceRange, GetViewAxes, GetWeaponAnimNodeSeq, GetWeaponDebug, GetWeaponRating, GivenTo, HasAmmo, HasAnyAmmo, HolderDied, IncrementFlashCount, InstantFire, IsActiveWeapon, IsFiring, ItemRemovedFromInvManager, MaxRange, PassThroughDamage, PendingFire, PendingWeaponSetTimer, PlayFireEffects, PlayFiringSound, PlayWeaponAnimation, ProcessInstantHit, ProjectileFire, PutDownWeapon, RangedAttackTime, ReadyToFire, RecommendLongRangedAttack, RecommendRangedAttack, RefireCheckTimer, RelativeStrengthVersus, SendToFiringState, ServerStartFire, ServerStopFire, SetCurrentFireMode, SetFlashLocation, SetPendingFire, ShouldRefire, StartFire, StillFiring, StopFire, StopFireEffects, StopWeaponAnimation, SuggestAttackStyle, SuggestDefenseStyle, TimeWeaponEquipping, TimeWeaponFiring, TimeWeaponPutDown, TryPutDown, WeaponCalcCamera, WeaponEmpty, WeaponEquipped, WeaponIsDown, WeaponLog, WeaponPlaySound

States Summary
Active Source code
simulated state Active
BeginFire, BeginState, ChangeVisibility, EndState, OnAnimEnd, PlayWeaponAnimation, ServerStartFire, ShouldLagRot
Inactive Source code
auto simulated state Inactive
/********************************************************************************************* * state Inactive * This state is the default state. It needs to make sure Zooming is reset when entering/leaving *********************************************************************************************/
BeginState, bReadyToFire, EndState
WeaponAbortEquip Source code
simulated state WeaponAbortEquip
BeginState, EndState, WeaponEquipAborted
WeaponEquipping Source code
simulated state WeaponEquipping
/********************************************************************************************* * state WeaponEquipping * This state is entered when a weapon is becomeing active (ie: Being brought up) *********************************************************************************************/
BeginState, EndState, TryPutDown
WeaponFiring Source code
simulated state WeaponFiring
/********************************************************************************************* * State WeaponFiring * This is the default Firing State. It's performed on both the client and the server. *********************************************************************************************/
BeginFire, BeginState, DenyClientWeaponSet, EndState, ReplicatedEvent
WeaponPuttingDown Source code
simulated state WeaponPuttingDown
Activate, BeginState, bReadyToFire, EndState


Variables Detail

AdditionalHintString Source code

var localized string AdditionalHintString;

AimError Source code

var float AimError;
How much error to add to each shot

AimingHelpRadius[2] Source code

var float AimingHelpRadius[2];
Distance from target collision box to accept near miss when aiming help is enabled

AmmoCount Source code

var databinding repnotify int AmmoCount;
Current ammo count

AmmoDisplayType Source code

var AmmoWidgetDisplayStyle AmmoDisplayType;

AmmoPickupClass Source code

var class<UTAmmoPickupFactory> AmmoPickupClass;
Ammo / Pickups / Inventory

AmmoRechargeRate Source code

var float AmmoRechargeRate;
recharge rate in ammo per second

AttachmentClass Source code

var class<UTWeaponAttachment> AttachmentClass;
The class of the attachment to spawn

bAllowFiringWithoutController Source code

var bool bAllowFiringWithoutController;
whether to allow this weapon to fire by uncontrolled pawns

bAutoCharge Source code

var bool bAutoCharge;
If true, weapon auto recharges ammo

bCanDestroyBarricades Source code

var bool bCanDestroyBarricades;
This weapon can be used to destroy barricades

bConsiderProjectileAcceleration Source code

var bool bConsiderProjectileAcceleration;
Whether should consider projectile acceleration when leading targets

bDebugWeapon Source code

var bool bDebugWeapon;

bExportMenuData Source code

var bool bExportMenuData;
if set, when this class is compiled, a menu entry for it will be automatically added/updated in its package.ini file (abstract classes are skipped even if this flag is set)

bFastRepeater Source code

var bool bFastRepeater;
Whether bots should consider this a spray/fast firing weapon

bForceHidden Source code

var bool bForceHidden;

bHasLocationSpeech Source code

var bool bHasLocationSpeech;

bLeadTarget Source code

var bool bLeadTarget;
Lead targets with this weapon (true by default, ignored for instant hit - set false for special cases like targeting with AVRiL

bLockedAimWhileFiring Source code

var bool bLockedAimWhileFiring;
set for weapons that lock weapon rotation while firing, so bots know to retarget after each shot when shooting moving targets

bMuzzleFlashAttached Source code

var bool bMuzzleFlashAttached;
Whether muzzleflash has been initialized

bMuzzleFlashPSCLoops Source code

var bool bMuzzleFlashPSCLoops;
Set this to true if you want the flash to loop (for a rapid fire weapon like a minigun)

bNeverForwardPendingFire Source code

var bool bNeverForwardPendingFire;
If true, this will will never accept a forwarded pending fire

bPendingShow Source code

var bool bPendingShow;
If true, will be un-hidden on the next setPosition call.

bRecommendSplashDamage Source code

var bool bRecommendSplashDamage;

bShowAltMuzzlePSCWhenWeaponHidden Source code

var bool bShowAltMuzzlePSCWhenWeaponHidden;
If true, always show the muzzle flash even when the weapon is hidden.

bSmallWeapons Source code

var globalconfig databinding bool bSmallWeapons;
If true, use smaller 1st person weapons

bSniping Source code

var bool bSniping;

bSplashJump Source code

var bool bSplashJump;
AI Hints

bSuperWeapon Source code

var bool bSuperWeapon;
If true, this weapon is a super weapon. Super Weapons have longer respawn times a different

bSuppressSounds Source code

var bool bSuppressSounds;
Animations and Sounds

bUseCustomCoordinates Source code

var config bool bUseCustomCoordinates;

bUsingAimingHelp Source code

var bool bUsingAimingHelp;
Set for ProcessInstantHit based on whether aiminghelp was used for this shot

bWarnIfInLocker Source code

var bool bWarnIfInLocker;
whether having this weapon in a weapon locker should generate a map check warning

bWasLocked Source code

var bool bWasLocked;

bZoomedFireMode Source code

var array<byte> bZoomedFireMode;
If set to non-zero, this fire mode will zoom the weapon.

CrosshairColor Source code

var config color CrosshairColor;
color to use when drawing the crosshair

CrossHairCoordinates Source code

var UIRoot.TextureCoordinates CrossHairCoordinates;

CrosshairImage Source code

var Texture2D CrosshairImage;
Holds the image to use for the crosshair.

CrosshairScaling Source code

var float CrosshairScaling;

CrouchHintString Source code

var localized string CrouchHintString;

CurrentLockedScale Source code

var float CurrentLockedScale;
Locked indicator current scale

CurrentRating Source code

var float CurrentRating;
Most recently calculated rating

CustomCrosshairCoordinates Source code

var config UIRoot.TextureCoordinates CustomCrosshairCoordinates;

DroppedPickupOffsetZ Source code

var float DroppedPickupOffsetZ;
offset for dropped pickup mesh

EffectSockets Source code

var array<name> EffectSockets;

FinalLockedScale Source code

var float FinalLockedScale;
Locked indicator final scale

FireCameraAnim Source code

var array<CameraAnim> FireCameraAnim;
camera anim to play when firing (for camera shakes)

GroupWeight Source code

var float GroupWeight;
position within inventory group. (used by prevweapon and nextweapon)

HiddenWeaponsOffset Source code

var vector HiddenWeaponsOffset;
special offset when using hidden weapons, as we need to still place the weapon for e.g. attached beams

HitEnemy Source code

var repnotify byte HitEnemy;
Replicated flag set when hitscan hits enemy

IconCoordinates Source code

var UIRoot.TextureCoordinates IconCoordinates;

IconHeight Source code

var int IconHeight;

IconWidth Source code

var int IconWidth;

IconX Source code

var int IconX;

IconY Source code

var int IconY;

InventoryGroup Source code

var databinding byte InventoryGroup;
The weapon/inventory set, 0-9.

InventoryWeight Source code

var float InventoryWeight;
The final inventory weight. It's calculated in PostBeginPlay()

JumpHintString Source code

var localized string JumpHintString;

LastHitEnemyTime Source code

var float LastHitEnemyTime;
Used to decide whether to red color crosshair

LastRotation Source code

var Rotator LastRotation;
Last Rotation update for this weapon

LastRotUpdate Source code

var float LastRotUpdate;
Last Rotation update time for this weapon

LastWeaponFireTime Source code

var float LastWeaponFireTime;
timeseconds when last fired

LocationSpeech Source code

var Array<SoundNodeWave> LocationSpeech;

LockedCrossHairCoordinates Source code

var UIRoot.TextureCoordinates LockedCrossHairCoordinates;
Holds the image to use for the crosshair.

LockedScaleTime Source code

var float LockedScaleTime;
Locked indicator scale time

LockedStartTime Source code

var float LockedStartTime;
Lock start time

LockerAmmoCount Source code

var databinding int LockerAmmoCount;
Initial ammo count if in weapon locker

LockerOffset Source code

var vector LockerOffset;

LockerRotation Source code

var rotator LockerRotation;
Weapon locker

MaxAmmoCount Source code

var databinding int MaxAmmoCount;
Max ammo count

MaxPitchLag Source code

var float MaxPitchLag;
Limit for pitch lead

MaxYawLag Source code

var float MaxYawLag;
Limit for yaw lead

MinReloadPct Source code

var array<float> MinReloadPct;
Holds the min. amount of reload time that has to pass before you can switch

MuzzleFlashAltPSCTemplate Source code

var ParticleSystem MuzzleFlashAltPSCTemplate;
Normal Fire and Alt Fire Templates

MuzzleFlashColor Source code

var color MuzzleFlashColor;
UTWeapon looks to set the color via a color parameter in the emitter

MuzzleFlashLight Source code

var UTExplosionLight MuzzleFlashLight;
dynamic light

MuzzleFlashLightClass Source code

var class<UTExplosionLight> MuzzleFlashLightClass;
dynamic light class

MuzzleFlashPSC Source code

var UTParticleSystemComponent MuzzleFlashPSC;
Muzzle flash PSC and Templates

MuzzleFlashPSCTemplate Source code

var ParticleSystem MuzzleFlashPSCTemplate;
Normal Fire and Alt Fire Templates

MuzzleFlashSocket Source code

var name MuzzleFlashSocket;
Holds the name of the socket to attach a muzzle flash too

NeedToPickUpAnnouncement Source code

var ObjectiveAnnouncementInfo NeedToPickUpAnnouncement;

OldLeadMag[2] Source code

var float OldLeadMag[2];
How far weapon was leading last tick

OldMaxDiff[2] Source code

var float OldMaxDiff[2];
max lead amount last tick

OldRotDiff[2] Source code

var int OldRotDiff[2];
rotation magnitude last tick

OverlayMesh Source code

var protected MeshComponent OverlayMesh;
mesh for overlay - Each weapon will need to add its own overlay mesh in its default props

PartialCharge Source code

var float PartialCharge;
partial (less than 1) ammo charge

PivotTranslation Source code

var vector PivotTranslation;
Adjust pivot of rotating pickup

PrimaryFireHintString Source code

var localized string PrimaryFireHintString;
Hint strings

ProjectileSpawnOffset Source code

var float ProjectileSpawnOffset;

QuickPickGroup Source code

var int QuickPickGroup;
The index in to the Quick Pick radial menu to use

QuickPickWeight Source code

var float QuickPickWeight;
Used to sort it within a group

ReturnChgSpeed Source code

var float ReturnChgSpeed;
Scaling faster for returning speed

RotChgSpeed Source code

var float RotChgSpeed;
Scaling faster for leading speed

SecondaryFireHintString Source code

var localized string SecondaryFireHintString;

ShotCost Source code

var databinding array<int> ShotCost;
Holds the amount of ammo used for a given shot

SimpleCrossHairCoordinates Source code

var UIRoot.TextureCoordinates SimpleCrossHairCoordinates;

StartLockedScale Source code

var float StartLockedScale;
Locked indicator start scale

SwitchAbortTime Source code

var float SwitchAbortTime;
used when aborting a weapon switch (WeaponAbortEquip and WeaponAbortPutDown)

UseHintString Source code

var localized string UseHintString;

WeaponCanvasXPct Source code

var float WeaponCanvasXPct;
Percent (from right edge) of screen space taken by weapon on x axis.

WeaponCanvasYPct Source code

var float WeaponCanvasYPct;
Percent (from bottom edge) of screen space taken by weapon on y axis.

WeaponColor Source code

var databinding color WeaponColor;
The Color used when drawing the Weapon's Name on the Hud

WeaponFireWaveForm Source code

var ForceFeedbackWaveform WeaponFireWaveForm;
controller rumble to play when firing.

WidescreenRotationOffset Source code

var rotator WidescreenRotationOffset;
rotational offset only applied when in widescreen

ZoomedFireModeNum Source code

var byte ZoomedFireModeNum;
Holds the fire mode num of the zoom

ZoomedRate Source code

var float ZoomedRate;

ZoomedTargetFOV Source code

var float ZoomedTargetFOV;

ZoomFadeTime Source code

var float ZoomFadeTime;

ZoomInSound Source code

var SoundCue ZoomInSound;
Sounds to play when zooming begins/ends/etc.

ZoomOutSound Source code

var SoundCue ZoomOutSound;
Sounds to play when zooming begins/ends/etc.

Animations

ArmFireAnim Source code

var(Animations) array<name> ArmFireAnim;

ArmIdleAnims Source code

var(Animations) array<name> ArmIdleAnims;

ArmsAnimSet Source code

var(Animations) AnimSet ArmsAnimSet;

ArmsEquipAnim Source code

var(Animations) name ArmsEquipAnim;

ArmsPutDownAnim Source code

var(Animations) name ArmsPutDownAnim;

bUsesOffhand Source code

var(Animations) bool bUsesOffhand;

WeaponEquipAnim Source code

var(Animations) name WeaponEquipAnim;
Animation to play when the weapon is Equipped

WeaponFireAnim Source code

var(Animations) array<name> WeaponFireAnim;
Animation to play when the weapon is fired

WeaponIdleAnims Source code

var(Animations) array<name> WeaponIdleAnims;

WeaponPutDownAnim Source code

var(Animations) name WeaponPutDownAnim;
Animation to play when the weapon is Put Down

FirstPerson

PlayerViewOffset Source code

var(FirstPerson) vector PlayerViewOffset;
Offset from view center

SmallWeaponsOffset Source code

var(FirstPerson) vector SmallWeaponsOffset;
additional offset applied when using small weapons

WideScreenOffsetScaling Source code

var(FirstPerson) float WideScreenOffsetScaling;
additional offset applied when using small weapons

Sounds

WeaponEquipSnd Source code

var(Sounds) SoundCue WeaponEquipSnd;
Sound to play when the weapon is Equipped

WeaponFireSnd Source code

var(Sounds) array<SoundCue> WeaponFireSnd;
Sound to play when the weapon is fired

WeaponPutDownSnd Source code

var(Sounds) SoundCue WeaponPutDownSnd;
Sound to play when the weapon is Put Down

UTWeapon

BobDamping Source code

var(UTWeapon) float BobDamping;
How much to damp view bob

bTargetAdhesionEnabled Source code

var(UTWeapon) config bool bTargetAdhesionEnabled;

bTargetFrictionEnabled Source code

var(UTWeapon) config bool bTargetFrictionEnabled;
Target friction enabled?

JumpDamping Source code

var(UTWeapon) float JumpDamping;
How much to damp jump and land bob

MuzzleFlashDuration Source code

var(UTWeapon) float MuzzleFlashDuration;
How long the Muzzle Flash should be there

TargetAdhesionAimDistY Source code

var(UTWeapon) config float TargetAdhesionAimDistY;
Max distance from edge of cylinder for adhesion to be valid

TargetAdhesionAimDistZ Source code

var(UTWeapon) config float TargetAdhesionAimDistZ;

TargetAdhesionDistanceMax Source code

var(UTWeapon) config float TargetAdhesionDistanceMax;
Max distance to allow adhesion to still kick in

TargetAdhesionPlayerVelocityMin Source code

var(UTWeapon) config float TargetAdhesionPlayerVelocityMin;
Require the player to be moving for adhesion to kick in?

TargetAdhesionScaleAmountMin Source code

var(UTWeapon) config float TargetAdhesionScaleAmountMin;
Min amount to scale for adhesive purposes

TargetAdhesionScaleRange Source code

var(UTWeapon) config Vector2d TargetAdhesionScaleRange;
Min/Max amount to scale for adhesive purposes

TargetAdhesionTargetVelocityMin Source code

var(UTWeapon) config float TargetAdhesionTargetVelocityMin;
Require the target to be moving for adhesion to kick in?

TargetAdhesionTimeMax Source code

var(UTWeapon) config float TargetAdhesionTimeMax;
Max time to attempt adhesion to the friction target

TargetAdhesionZoomedBoostValue Source code

var(UTWeapon) config float TargetAdhesionZoomedBoostValue;
Boost the Target Adhesion by this much when zoomed in

TargetFrictionDistanceCurve Source code

var(UTWeapon) config InterpCurveFloat TargetFrictionDistanceCurve;
Interp curve that allows for piece wise functions for the TargetFrictionDistance amount at different ranges

TargetFrictionDistanceMax Source code

var(UTWeapon) config float TargetFrictionDistanceMax;
Max distance allow for friction

TargetFrictionDistanceMin Source code

var(UTWeapon) config float TargetFrictionDistanceMin;
Min distance for friction

TargetFrictionDistancePeak Source code

var(UTWeapon) config float TargetFrictionDistancePeak;
Peak distance for friction

TargetFrictionMultiplierRange Source code

var(UTWeapon) config Vector2d TargetFrictionMultiplierRange;
Min/Max friction multiplier applied when target acquired

TargetFrictionOffset Source code

var(UTWeapon) config vector TargetFrictionOffset;
Offset to apply to friction target location (aim for the chest, etc)

TargetFrictionPeakHeightScale Source code

var(UTWeapon) config float TargetFrictionPeakHeightScale;

TargetFrictionPeakRadiusScale Source code

var(UTWeapon) config float TargetFrictionPeakRadiusScale;
Amount of additional radius/height given to target cylinder when at peak distance

TargetFrictionZoomedBoostValue Source code

var(UTWeapon) config float TargetFrictionZoomedBoostValue;
Boost the Target Friction by this much when zoomed in

ZoomedTurnSpeedScalePct Source code

var(UTWeapon) config float ZoomedTurnSpeedScalePct;
When the weapon is zoomed in then the turn speed is reduced by this much


Enumerations Detail

AmmoWidgetDisplayStyle Source code

enum AmmoWidgetDisplayStyle
{
EAWDS_Numeric, EAWDS_BarGraph, EAWDS_Both, EAWDS_None,
};

EZoomState Source code

enum EZoomState
{
ZST_NotZoomed, ZST_ZoomingOut, ZST_ZoomingIn, ZST_Zoomed,
};
Are we zoomed


Functions Detail

Activate Source code

simulated function Activate ( ) )

Activate WeaponPuttingDown Source code

simulated function Activate ( )

ActiveRenderOverlays Source code

simulated function ActiveRenderOverlays ( HUD H ) )
Access to HUD and Canvas. Event always called when the InventoryManager considers this Inventory Item currently "Active" (for example active weapon)
@param HUD - HUD with canvas to draw on

AddAmmo Source code

function int AddAmmo ( int Amount ) )
This function is used to add ammo back to a weapon. It's called from the Inventory Manager

AdjustPlayerDamage Source code

function AdjustPlayerDamage ( out int Damage, Controller InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType) )
called every time owner takes damage while holding this weapon - used by shield gun

AdjustWeaponTimingForConsole Source code

simulated function AdjustWeaponTimingForConsole ( ) )
Adjust weapon equip and fire timings so they match between PC and console This is important so the sounds match up.

AllowSwitchTo Source code

simulated function bool AllowSwitchTo ( Weapon NewWeapon) )
called on both Instigator's current weapon and its pending weapon (if they exist)
@return whether Instigator is allowed to switch to NewWeapon

AmmoMaxed Source code

simulated function bool AmmoMaxed ( int mode) )
Returns true if the ammo is maxed out

AttachMuzzleFlash Source code

simulated function AttachMuzzleFlash ( ) )
Called on a client, this function Attaches the WeaponAttachment to the Mesh.

AttachWeaponTo Source code

simulated function AttachWeaponTo ( SkeletalMeshComponent MeshCpnt, optional Name SocketName ) )
Attach Weapon Mesh, Weapon MuzzleFlash and Muzzle Flash Dynamic Light to a SkeletalMesh
@param who is the pawn to attach to

BeginFire Active Source code

simulated function BeginFire ( Byte FireModeNum ) )
We override BeginFire() so that we can check for zooming

BeginFire WeaponFiring Source code

simulated function BeginFire ( Byte FireModeNum ) )
We override BeginFire() so that we can check for zooming and/or empty weapons

BeginState Active Source code

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

BeginState Inactive Source code

simulated function BeginState ( name PreviousStateName) )

BeginState WeaponAbortEquip Source code

simulated function BeginState ( name PrevStateName) )

BeginState WeaponEquipping Source code

simulated function BeginState ( Name PreviousStateName) )
We want to being this state by setting up the timing and then notifying the pawn that the weapon has changed.

BeginState WeaponFiring Source code

simulated function BeginState ( Name PrevStateName) )

BeginState WeaponPuttingDown Source code

simulated function BeginState ( Name PreviousStateName ) )

BestMode Source code

function byte BestMode ( ) )
BestMode() choose between regular or alt-fire

BotDesireability Source code

static function float BotDesireability ( Actor PickupHolder, Pawn P, Controller C) )
tell the bot how much it wants this weapon pickup called when the bot is trying to decide which inventory pickup to go after next

bReadyToFire Source code

simulated function bool bReadyToFire ( ) )

@returns false if the weapon isn't ready to be fired. For example, if it's in the Inactive/WeaponPuttingDown states.

bReadyToFire Inactive Source code

simulated function bool bReadyToFire ( ) )

@returns false if the weapon isn't ready to be fired. For example, if it's in the Inactive/WeaponPuttingDown states.

bReadyToFire WeaponPuttingDown Source code

simulated function bool bReadyToFire ( ) )

@returns false if the weapon isn't ready to be fired. For example, if it's in the Inactive/WeaponPuttingDown states.

CalcInventoryWeight Source code

simulated function CalcInventoryWeight ( ) )
Each Weapon needs to have a unique InventoryWeight in order for weapon switching to work correctly. This function calculates that weight using the various inventory values

CanAttack Source code

function bool CanAttack ( Actor Other) )
return false if out of range, can't see target, etc.

CanHeal Source code

function bool CanHeal ( Actor Other) )
CanHeal() used by bot AI should return true if this weapon is able to heal Other

CanThrow Source code

simulated function bool CanThrow ( ) )
Returns true if this item can be thrown out.

CanViewAccelerationWhenFiring Source code

simulated function bool CanViewAccelerationWhenFiring ( ) )
This determines whether or not the Weapon can have ViewAcceleration when Firing.

CauseMuzzleFlash Source code

simulated event CauseMuzzleFlash ( ) )
Causes the muzzle flash to turn on and setup a time to turn it back off again.

CauseMuzzleFlashLight Source code

simulated event CauseMuzzleFlashLight ( ) )
Causes the muzzle flashlight to turn on

ChangeVisibility Source code

simulated function ChangeVisibility ( bool bIsVisible) )
This function is called from the pawn when the visibility of the weapon changes

ChangeVisibility Active Source code

simulated function ChangeVisibility ( bool bIsVisible) )

CheckZoom Source code

simulated function bool CheckZoom ( byte FireModeNum) )
We Override beginfire to add support for zooming. Should only be called from BeginFire()
@param FireModeNum The current Firing Mode
@returns true we should abort the BeginFire call

ClientEndFire Source code

client reliable simulated function ClientEndFire ( byte FireModeNum) )

ClientWeaponSet Source code

reliable client function ClientWeaponSet ( bool bOptionalSet ) )

ClientWeaponThrown Source code

reliable client function ClientWeaponThrown ( ) )

ConsumeAmmo Source code

function ConsumeAmmo ( byte FireModeNum ) )
Consumes some of the ammo

CoversScreenSpace Source code

simulated function bool CoversScreenSpace ( vector ScreenLoc, Canvas Canvas) )

CreateOverlayMesh Source code

simulated function CreateOverlayMesh ( ) )

DenyClientWeaponSet WeaponFiring Source code

simulated function bool DenyClientWeaponSet ( ) )
When we are in the firing state, don't allow for a pickup to switch the weapon

DenyPickupQuery Source code

function bool DenyPickupQuery ( class<Inventory> ItemClass, Actor Pickup) )

DesireAmmo Source code

simulated function float DesireAmmo ( bool bDetour) )
This function retuns how much of the clip is empty.

Destroyed Source code

simulated event Destroyed ( ) )

DetachMuzzleFlash Source code

simulated function DetachMuzzleFlash ( ) )
Remove/Detach the muzzle flash components

DetachWeapon Source code

simulated function DetachWeapon ( ) )
Detach weapon from skeletal mesh
@param SkeletalMeshComponent weapon is attached to.

DetourWeight Source code

static function float DetourWeight ( Pawn Other, float PathWeight) )

DisplayDebug Source code

simulated function DisplayDebug ( HUD HUD, out float out_YL, out float out_YPos) )
list important Weapon variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used
@param HUD - HUD with canvas to draw on
@input out_YL - Height of the current font
@input out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.

DrawKillIcon Source code

simulated static function DrawKillIcon ( Canvas Canvas, float ScreenX, float ScreenY, float HUDScaleX, float HUDScaleY) )

DrawLockedOn Source code

simulated function DrawLockedOn ( HUD H ) )
Draw the locked on symbol

DrawWeaponCrosshair Source code

simulated function DrawWeaponCrosshair ( Hud HUD ) )
Draw the Crosshairs

DropFrom Source code

function DropFrom ( vector StartLocation, vector StartVelocity) )

EnableFriendlyWarningCrosshair Source code

simulated function bool EnableFriendlyWarningCrosshair ( ) )

EndFire Source code

simulated function EndFire ( Byte FireModeNum) )
We Override endfire to add support for zooming

EndState Active Source code

simulated function EndState ( Name NextStateName) )

EndState Inactive Source code

simulated function EndState ( Name NextStateName) )

EndState WeaponAbortEquip Source code

simulated function EndState ( Name NextStateName) )

EndState WeaponEquipping Source code

simulated function EndState ( Name NextStateName) )

EndState WeaponFiring Source code

simulated function EndState ( Name NextStateName) )

EndState WeaponPuttingDown Source code

simulated function EndState ( Name NextStateName) )

EndZoom Source code

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

EnsureWeaponOverlayComponentLast Source code

native function EnsureWeaponOverlayComponentLast ( )
Util that makes sure the overlay component is last in the AllComponents/Components array.

FireAmmunition Source code

simulated function FireAmmunition ( ) )
Deactiveate Spawn Protection

FireHack Source code

function FireHack ( )

FireOnRelease Source code

function bool FireOnRelease ( ) )
tells AI that it needs to release the fire button for this weapon to do anything

FiringPutDownWeapon Source code

simulated function FiringPutDownWeapon ( ) )

GetAmmoCount Source code

simulated function int GetAmmoCount ( ) )

GetArmAnimNodeSeq Source code

simulated function AnimNodeSequence GetArmAnimNodeSeq ( ) )

GetEffectLocation Source code

simulated function vector GetEffectLocation ( ) )

@return the location + offset from which to spawn effects (primarily tracers)

GetEquipTime Source code

simulated function float GetEquipTime ( ) )

GetFireInterval Source code

simulated function float GetFireInterval ( byte FireModeNum ) )
Returns interval in seconds between each shot, for the firing state of FireModeNum firing mode.
@param FireModeNum fire mode
@return Period in seconds of firing mode

GetHand Source code

simulated function EWeaponHand GetHand ( ) )
Returns the current Weapon Hand

GetOptimalRangeFor Source code

function float GetOptimalRangeFor ( Actor Target) )
used by bot AI to get the optimal range for shooting Target can be called on friendly Targets if trying to heal it

GetOwnerName Source code

simulated function string GetOwnerName ( ) )

GetPhysicalFireStartLoc Source code

simulated function vector GetPhysicalFireStartLoc ( optional vector AimDir) )

GetPowerPerc Source code

simulated event float GetPowerPerc ( ) )
This function is meant to be overridden in children. It turns the current power percentage for a weapon. It's called mostly from the hud
@returns the percentage of power ( 1.0 - 0.0 )

GetViewAxes Source code

simulated function GetViewAxes ( out vector xaxis, out vector yaxis, out vector zaxis ) )
Pawn/Controller/View functions

GetWeaponRating Source code

simulated function float GetWeaponRating ( ) )
Returns a weight reflecting the desire to use the given weapon, used for AI and player best weapon selection.
@param Weapon W
@return Weapon rating (range -1.f to 1.f)

GetZoomedState Source code

simulated function EZoomState GetZoomedState ( ) )
Returns true if we are currently zoomed

GivenTo Source code

function GivenTo ( Pawn NewOwner, bool bDoNotActivate) )

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

HasAnyAmmo Source code

simulated function bool HasAnyAmmo ( ) )
returns true if this weapon has any ammo

HolderEnteredVehicle Source code

simulated function HolderEnteredVehicle ( )
called when Instigator enters a vehicle while we are its Weapon

InstantAimHelp Source code

simulated function ImpactInfo InstantAimHelp ( vector StartTrace, vector EndTrace, ImpactInfo RealImpact) )
Look for "near miss" of target within UTPC.AimHelpModifier() * AimingHelpRadius Return that target as a hit if it was a near miss

InstantFire Source code

simulated function InstantFire ( ) )
Performs an 'Instant Hit' shot. Also, sets up replication for remote clients, and processes all the impacts to deal proper damage and play effects. Network: Local Player and Server

InstantFireEndTrace Source code

simulated function vector InstantFireEndTrace ( vector StartTrace) )

@returns end trace position for instantfire()

InstantFireStartTrace Source code

simulated function vector InstantFireStartTrace ( ) )

@returns position of trace start for instantfire()

IsFullyCharged Source code

function bool IsFullyCharged ( ) )

@return whether this is a charging weapon and is fully charged up

LagRot Source code

simulated function int LagRot ( int NewValue, int LastValue, float MaxDiff, int Index) )

Loaded Source code

simulated function Loaded ( optional bool bUseWeaponMax) )
Cheat Help function the loads out the weapon
@param bUseWeaponMax - [Optional] If true, this function will load out the weapon with the actual maximum, not 999

MuzzleFlashTimer Source code

simulated event MuzzleFlashTimer ( ) )
Turns the MuzzleFlashlight off

NeedAmmo Source code

simulated function bool NeedAmmo ( ) )
Returns true if the current ammo count is less than the default ammo count

OnAnimEnd Active Source code

simulated event OnAnimEnd ( optional AnimNodeSequence SeqNode, optional float PlayedTime, optional float ExcessTime) )

PerformWeaponChange Source code

simulated function PerformWeaponChange ( ) )
Called when the pawn is changing weapons

PlayArmAnimation Source code

simulated function PlayArmAnimation ( Name Sequence, float fDesiredDuration, optional bool OffHand, optional bool bLoop, optional SkeletalMeshComponent SkelMesh) )

PlayFireEffects Source code

simulated function PlayFireEffects ( byte FireModeNum, optional vector HitLocation ) )
PlayFireEffects Is the root function that handles all of the effects associated with a weapon. This function creates the 1st person effects. It should only be called on a locally controlled player.

PlayFiringSound Source code

simulated function PlayFiringSound ( ) )
Tells the weapon to play a firing sound (uses CurrentFireMode)

PlayWeaponAnimation Source code

simulated function PlayWeaponAnimation ( name Sequence, float fDesiredDuration, optional bool bLoop, optional SkeletalMeshComponent SkelMesh) )

PlayWeaponAnimation Active Source code

simulated function PlayWeaponAnimation ( Name Sequence, float fDesiredDuration, optional bool bLoop, optional SkeletalMeshComponent SkelMesh) )

PlayWeaponEquip Source code

simulated function PlayWeaponEquip ( ) )
Show the weapon begin equipped

PlayWeaponPutDown Source code

simulated function PlayWeaponPutDown ( ) )
Show the weapon being put away

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )
Initialize the weapon

PreloadTextures Source code

simulated function PreloadTextures ( bool bForcePreload) )
Force streamed textures to be loaded. Used to get MIPS streamed in before weapon comes up @PARAM bForcePreload if true causes streamed textures to be force loaded, if false, clears force loading

ProcessInstantHit Source code

simulated function ProcessInstantHit ( byte FiringMode, ImpactInfo Impact ) )

ProjectileFire Source code

simulated function Projectile ProjectileFire ( ) )
Fires a projectile. Spawns the projectile, but also increment the flash count for remote client effects. Network: Local Player and Server

ReadyToFire Source code

simulated function bool ReadyToFire ( bool bFinished) )
ReadyToFire() called by NPC firing weapon. bFinished should only be true if called from the Finished() function

RefireCheckTimer Source code

simulated function RefireCheckTimer ( )

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

ReplicatedEvent WeaponFiring Source code

simulated event ReplicatedEvent ( name VarName) )

SendToFiringState Source code

simulated function SendToFiringState ( byte FireModeNum ) )
Don't send a zoomed fire mode in to a firing state

ServerReselectWeapon Source code

reliable server function ServerReselectWeapon ( )
This function is called whenever you attempt to reselect the same weapon

ServerStartFire Source code

reliable server function ServerStartFire ( byte FireModeNum) )

ServerStartFire Active Source code

reliable server function ServerStartFire ( byte FireModeNum ) )

SetMuzzleFlashParams Source code

simulated function SetMuzzleFlashParams ( ParticleSystemComponent PSC) )
Allows a child to setup custom parameters on the muzzle flash

SetPosition Source code

simulated event SetPosition ( UTPawn Holder) )
This function aligns the gun model in the world

SetSkin Source code

simulated function SetSkin ( Material NewMaterial) )
Material control @Param NewMaterial The new material to apply or none to clear it

SetupArmsAnim Source code

simulated function SetupArmsAnim ( ) )

SetWeaponOverlayFlags Source code

simulated function SetWeaponOverlayFlags ( UTPawn OwnerPawn) )

ShakeView Source code

simulated function ShakeView ( ) )
plays view shake on the owning client only

ShouldFireWithoutTarget Source code

function bool ShouldFireWithoutTarget ( ) )
called by AI when camping/defending return true if it is useful to fire this weapon even though bot doesn't have a target for example, a weapon that launches turrets or mines

ShouldLagRot Source code

simulated function bool ShouldLagRot ( ) )

@return whether the weapon's rotation is allowed to lag behind the holder's rotation

ShouldLagRot Active Source code

simulated function bool ShouldLagRot ( ) )

ShouldSwitchTo Source code

simulated function bool ShouldSwitchTo ( UTWeapon InWeapon) )
returns true if this weapon is currently lower priority than InWeapon used to determine whether to switch to InWeapon this is the server check, so don't check clientside settings (like weapon priority) here

SplashJump Source code

function bool SplashJump ( ) )
return true if recommend jumping while firing to improve splash damage (by shooting at feet) true for R.L., for example

StartFire Source code

simulated function StartFire ( byte FireModeNum) )

StartZoom Source code

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

StillFiring Source code

simulated function bool StillFiring ( byte FireMode) )

StopFireEffects Source code

simulated function StopFireEffects ( byte FireModeNum) )

StopMuzzleFlash Source code

simulated event StopMuzzleFlash ( ) )

ThrottleLook Source code

simulated function ThrottleLook ( out float aTurn, out float aLookup )
Allow the weapon to adjust the turning speed of the pawn
@FIXME: Add support for validation on a server
@param aTurn The aTurn value from PlayerInput to throttle
@param aLookup The aLookup value from playerInput to throttle

TimeWeaponEquipping Source code

simulated function TimeWeaponEquipping ( ) )
Sets the timing for equipping a weapon. The WeaponEquipped event is trigged when expired

TimeWeaponPutDown Source code

simulated function TimeWeaponPutDown ( ) )
Sets the timing for putting a weapon down. The WeaponIsDown event is trigged when expired

TryPutDown Source code

simulated function bool TryPutDown ( ) )
When attempting to put the weapon down, look to see if our MinReloadPct has been met. If so just put it down

TryPutDown WeaponEquipping Source code

simulated function bool TryPutDown ( ) )

WeaponEmpty Source code

simulated function WeaponEmpty ( ) )
Called when the weapon runs out of ammo during firing

WeaponEquipAborted WeaponAbortEquip Source code

simulated function WeaponEquipAborted ( ) )

WeaponPlaySound Source code

simulated function WeaponPlaySound ( SoundCue Sound, optional float NoiseLoudness) )


Defaultproperties

defaultproperties
{
   bExportMenuData=True
   bLeadTarget=True
   bConsiderProjectileAcceleration=True
   MaxAmmoCount=1
   ShotCost(0)=1
   ShotCost(1)=1
   MinReloadPct(0)=0.600000
   MinReloadPct(1)=0.600000
   WeaponFireWaveForm=ForceFeedbackWaveform'UTGame.Default__UTWeapon:ForceFeedbackWaveformShooting1'
   EffectSockets(0)="MuzzleFlashSocket"
   EffectSockets(1)="MuzzleFlashSocket"
   IconX=458
   IconY=83
   IconWidth=31
   IconHeight=45
   IconCoordinates=(U=600.000000,V=341.000000,UL=111.000000,VL=58.000000)
   CrossHairCoordinates=(U=192.000000,V=64.000000,UL=64.000000,VL=64.000000)
   SimpleCrossHairCoordinates=(U=276.000000,V=84.000000,UL=22.000000,VL=25.000000)
   CrosshairImage=Texture2D'UI_HUD.HUD.UTCrossHairs'
   LockedCrossHairCoordinates=(U=406.000000,V=320.000000,UL=76.000000,VL=77.000000)
   CurrentLockedScale=1.000000
   StartLockedScale=2.000000
   FinalLockedScale=1.000000
   LockedScaleTime=0.150000
   LastHitEnemyTime=-1000.000000
   CrosshairColor=(B=255,G=255,R=255,A=255)
   CrosshairScaling=1.000000
   ZoomInSound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ZoomIn_Cue'
   ZoomOutSound=SoundCue'A_Weapon_Sniper.Sniper.A_Weapon_Sniper_ZoomOut_Cue'
   PivotTranslation=(X=0.000000,Y=-25.000000,Z=0.000000)
   QuickPickGroup=-1
   WeaponFireAnim(0)="WeaponFire"
   WeaponFireAnim(1)="WeaponFire"
   ArmFireAnim(0)="WeaponFire"
   ArmFireAnim(1)="WeaponFire"
   WeaponPutDownAnim="WeaponPutDown"
   ArmsPutDownAnim="WeaponPutDown"
   WeaponEquipAnim="WeaponEquip"
   ArmsEquipAnim="WeaponEquip"
   WeaponIdleAnims(0)="WeaponIdle"
   ArmIdleAnims(0)="WeaponIdle"
   WeaponFireSnd(0)=None
   WeaponFireSnd(1)=None
   BobDamping=0.850000
   JumpDamping=1.000000
   MaxPitchLag=600.000000
   MaxYawLag=800.000000
   RotChgSpeed=3.000000
   ReturnChgSpeed=3.000000
   WeaponColor=(B=255,G=255,R=255,A=255)
   WeaponCanvasXPct=0.350000
   WeaponCanvasYPct=0.350000
   MuzzleFlashSocket="MuzzleFlashSocket"
   MuzzleFlashDuration=0.330000
   SmallWeaponsOffset=(X=16.000000,Y=6.000000,Z=-6.000000)
   WideScreenOffsetScaling=0.800000
   WidescreenRotationOffset=(Pitch=900,Yaw=0,Roll=0)
   HiddenWeaponsOffset=(X=0.000000,Y=-50.000000,Z=-50.000000)
   ProjectileSpawnOffset=20.000000
   LockerRotation=(Pitch=16384,Yaw=0,Roll=0)
   LockerOffset=(X=0.000000,Y=0.000000,Z=-15.000000)
   CurrentRating=0.500000
   aimerror=525.000000
   NeedToPickUpAnnouncement=(AnnouncementText="Grab the Super Weapon!")
   AimingHelpRadius(0)=20.000000
   AimingHelpRadius(1)=20.000000
   AmmoRechargeRate=1.200000
   ZoomedTurnSpeedScalePct=0.850000
   TargetFrictionDistanceMin=320.000000
   TargetFrictionDistancePeak=1500.000000
   TargetFrictionDistanceMax=3000.000000
   TargetFrictionDistanceCurve=(Points=(,(InVal=320.000000),(InVal=1500.000000,OutVal=1.000000),(InVal=3000.000000,OutVal=0.300000),(InVal=7000.000000)))
   TargetFrictionMultiplierRange=(X=0.300000,Y=0.400000)
   TargetFrictionPeakRadiusScale=1.000000
   TargetFrictionPeakHeightScale=0.200000
   TargetFrictionOffset=(X=0.000000,Y=0.000000,Z=32.000000)
   TargetFrictionZoomedBoostValue=0.250000
   TargetAdhesionDistanceMax=2000.000000
   TargetAdhesionAimDistY=128.000000
   TargetAdhesionAimDistZ=96.000000
   TargetAdhesionScaleRange=(X=0.300000,Y=2.850000)
   TargetAdhesionZoomedBoostValue=0.250000
   PrimaryFireHintString="triggers the primary fire of this weapon."
   SecondaryFireHintString="triggers the alternate fire of this weapon."
   ShouldFireOnRelease(0)=0
   ShouldFireOnRelease(1)=0
   WeaponFireTypes(0)=EWFT_InstantHit
   WeaponFireTypes(1)=EWFT_InstantHit
   FiringStatesArray(0)="WeaponFiring"
   FiringStatesArray(1)="WeaponFiring"
   WeaponProjectiles(0)=None
   WeaponProjectiles(1)=None
   FireInterval(0)=1.000000
   FireInterval(1)=1.000000
   Spread(0)=0.000000
   Spread(1)=0.000000
   InstantHitDamage(0)=0.000000
   InstantHitDamage(1)=0.000000
   InstantHitMomentum(0)=0.000000
   InstantHitMomentum(1)=0.000000
   InstantHitDamageTypes(0)=Class'Engine.DamageType'
   InstantHitDamageTypes(1)=Class'Engine.DamageType'
   EquipTime=0.450000
   WeaponRange=22000.000000
   Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTSkeletalMeshComponent'
      bOverrideAttachmentOwnerVisibility=True
      DepthPriorityGroup=SDPG_Foreground
      bOnlyOwnerSee=True
      CastShadow=False
      Name="FirstPersonMesh"
      ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTSkeletalMeshComponent'
   End Object
   Mesh=FirstPersonMesh
   DefaultAnimSpeed=0.900000
   MaxDesireability=0.500000
   DroppedPickupClass=Class'UTGame.UTDroppedPickup'
   Begin Object Class=SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
      bForceRefpose=1
      bUpdateSkelWhenNotRendered=False
      bIgnoreControllersWhenNotRendered=True
      CullDistance=6000.000000
      CachedCullDistance=6000.000000
      bUseAsOccluder=False
      CastShadow=False
      bForceDirectLightMap=True
      bCastDynamicShadow=False
      Name="PickupMesh"
      ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
   End Object
   DroppedPickupMesh=PickupMesh
   PickupFactoryMesh=PickupMesh
   MessageClass=Class'UTGame.UTPickupMessage'
   Name="Default__UTWeapon"
   ObjectArchetype=GameWeapon'GameFramework.Default__GameWeapon'
}

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Creation time: sk 18-3-2018 10:01:02.325 - Created with UnCodeX