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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Inventory
|
+-- Engine.Weapon
|
+-- GameFramework.GameWeapon
|
+-- UTGame.UTWeapon
|
+-- UTGame.UTVehicleWeapon
|
+-- UTGameContent.UTVWeap_DarkWalkerTurret
| Variables Summary | |
|---|---|
| bool | bFromTimer |
| float | FireTime |
| float | MaxZoomDist |
| float | MaxZoomFOV |
| float | MinZoomDist |
| float | MinZoomFOV |
| array<UTPawn> | RecentHitPawns |
| float | RechargeTime |
| MaterialImpactEffect | VehicleHitEffect |
| UTVWeap_DarkWalkerTurret | |
| float | ZoomInInterpSpeed |
| float | ZoomOutInterpSpeed |
| Enumerations Summary |
|---|
| Inherited Enumerations from UTGame.UTWeapon |
|---|
| AmmoWidgetDisplayStyle, EZoomState |
| Functions Summary | ||
|---|---|---|
![]() | BeginState (Name PreviousStateName )) WeaponBeamFiring | |
![]() | BeginState (Name PreviousStateName )) WeaponBeamRecharging | |
![]() | ClientStopBeamFiring () | |
![]() | ClientStopBeamFiring ())) WeaponBeamFiring | |
![]() | EndFire (byte FireModeNum)) WeaponBeamFiring | |
![]() | EndState (Name NextStateName)) WeaponBeamFiring | |
![]() | EndState (Name PreviousStateName )) WeaponBeamRecharging | |
![]() | FiringDone ())) WeaponBeamFiring | |
![]() | MaterialImpactEffect | GetImpactEffect (Actor HitActor, PhysicalMaterial HitMaterial, byte FireModeNum)) |
![]() | float | GetPowerPerc ())) |
![]() | float | GetPowerPerc ())) WeaponBeamFiring |
![]() | float | GetPowerPerc ())) WeaponBeamRecharging |
![]() | bool | IsFiring ())) WeaponBeamFiring |
![]() | bool | IsFiring ())) WeaponBeamRecharging |
![]() | ProcessInstantHit (byte FiringMode, ImpactInfo Impact )) WeaponBeamFiring | |
![]() | RechargeDone ())) WeaponBeamRecharging | |
![]() | RefireCheckTimer ())) WeaponBeamFiring | |
![]() | StopBeamFiring () | |
![]() | StopBeamFiring ())) WeaponBeamFiring | |
![]() | Tick (float DeltaTime)) WeaponBeamFiring | |
| States Summary |
|---|
| WeaponBeamFiring Source code |
|---|
simulated state WeaponBeamFiring /********************************************************************************************* * State WeaponFiring * See UTWeapon.WeaponFiring *********************************************************************************************/ |
| BeginState, ClientStopBeamFiring, EndFire, EndState, FiringDone, GetPowerPerc, IsFiring, ProcessInstantHit, RefireCheckTimer, StopBeamFiring, Tick |
| WeaponBeamRecharging Source code |
|---|
|
simulated state WeaponBeamRecharging |
| BeginState, EndState, GetPowerPerc, IsFiring, RechargeDone |
| Variables Detail |
|---|
UTPawns the beam hit within the last FireInterval - don't allow damaging this again until the full FireInterval expires (instead of per tick) so that players with superhealth or armor can escape a beam that sweeps over them
interpolation speeds for zoom in/out when firing
| Functions Detail |
|---|
BeginState WeaponBeamFiring Source code
BeginState WeaponBeamRecharging Source code
ClientStopBeamFiring Source code
ClientStopBeamFiring WeaponBeamFiring Source code
EndFire WeaponBeamFiring Source code
EndState WeaponBeamFiring Source codeWhen leaving the state, shut everything down
EndState WeaponBeamRecharging Source code
FiringDone WeaponBeamFiring Source codeIn this weapon, RefireCheckTimer consumes ammo and deals out health/damage. It's not concerned with the effects. They are handled in the tick()
GetImpactEffect Source code
GetPowerPerc Source code
GetPowerPerc WeaponBeamFiring Source code
GetPowerPerc WeaponBeamRecharging Source code
IsFiring WeaponBeamFiring Source code
IsFiring WeaponBeamRecharging Source code
ProcessInstantHit WeaponBeamFiring Source code
RechargeDone WeaponBeamRecharging Source code
RefireCheckTimer WeaponBeamFiring Source code
StopBeamFiring Source code
StopBeamFiring WeaponBeamFiring Source code
Tick WeaponBeamFiring Source codeUpdate the beam and handle the effects
| Defaultproperties |
|---|
defaultproperties
{
FireTime=1.500000
RechargeTime=1.500000
VehicleHitEffect=(DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",ParticleTemplate=ParticleSystem'VH_DarkWalker.Effects.P_VH_DarkWalker_Beam_Impact_Damage')
ZoomInInterpSpeed=6.000000
ZoomOutInterpSpeed=3.000000
MinZoomFOV=55.000000
MaxZoomFOV=22.000000
MinZoomDist=1200.000000
MaxZoomDist=7000.000000
FireTriggerTags(0)="MainTurretFire"
DefaultImpactEffect=(ParticleTemplate=ParticleSystem'VH_DarkWalker.Effects.P_VH_DarkWalker_Beam_Impact')
VehicleClass=Class'UTGameContent.UTVehicle_DarkWalker_Content'
AmmoDisplayType=EAWDS_BarGraph
ZoomedTargetFOV=22.000000
WeaponFireSnd(0)=SoundCue'A_Vehicle_DarkWalker.Cue.A_Vehicle_DarkWalker_FireBeamCue'
AimingHelpRadius(0)=60.000000
WeaponFireTypes(1)=EWFT_None
FiringStatesArray(0)="WeaponBeamFiring"
FireInterval(0)=0.400000
InstantHitDamage(0)=120.000000
InstantHitMomentum(0)=60000.000000
InstantHitDamageTypes(0)=Class'UTGameContent.UTDmgType_DarkWalkerTurretBeam'
bInstantHit=True
Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTVehicleWeapon:FirstPersonMesh'
ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTVehicleWeapon:FirstPersonMesh'
End Object
Mesh=FirstPersonMesh
ItemName="DarkWalker"
Begin Object Class=SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTVehicleWeapon:PickupMesh'
ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTVehicleWeapon:PickupMesh'
End Object
DroppedPickupMesh=PickupMesh
PickupFactoryMesh=PickupMesh
Name="Default__UTVWeap_DarkWalkerTurret"
ObjectArchetype=UTVehicleWeapon'UTGame.Default__UTVehicleWeapon'
}
|
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