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UTGameContent.UTVWeap_FuryGun

Extends
UTVehicleWeapon
Modifiers
HideDropDown

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_FuryGun

Variables Summary
floatBeamMaxAimAdjustment
floatConsoleLockAim
PawnLastBeamTarget
floatLockAim
floatMaxZoomDist
floatMaxZoomFOV
floatMinZoomDist
floatMinZoomFOV
floatPartialDamage
MaterialImpactEffectPawnHitEffect
floatRechargePct
floatRechargeTime
UTVWeap_FuryGun
floatZoomInInterpSpeed
floatZoomOutInterpSpeed
Inherited Variables from UTGame.UTVehicleWeapon
AimingTraceIgnoredActors, AimTraceRange, AltFireTriggerTags, AltImpactEffects, bCurrentlyZoomed, bDebugTurret, bIgnoreDownwardPitch, bIgnoreSocketPitchRotation, bPlaySoundFromSocket, BulletWhip, CurrentCrosshairScaling, DefaultAltImpactEffect, DefaultImpactEffect, FireTriggerTags, ImpactEffects, LastCorrectAimTime, LastInCorrectAimTime, MaxFinalAimAdjustment, MyVehicle, SeatIndex, VehicleClass
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 ))
WeaponBeamFiring
event BeginState (name PreviousStateName))
WeaponBeamRecharging
functionbyte BestMode ()))
function DealDamageTo (Actor Victim, int Damage, float DeltaTime, vector StartTrace))
WeaponBeamFiring
function EndFire (byte FireModeNum))
WeaponBeamFiring
function EndState (Name NextStateName))
WeaponBeamFiring
event EndState (name NextStateName))
WeaponBeamRecharging
function FiringDone ()))
WeaponBeamFiring
functionMaterialImpactEffect GetImpactEffect (Actor HitActor, PhysicalMaterial HitMaterial, byte FireModeNum))
functionfloat GetMaxFinalAimAdjustment ()))
WeaponBeamFiring
eventfloat GetPowerPerc ()))
eventfloat GetPowerPerc ()))
WeaponBeamFiring
eventfloat GetPowerPerc ()))
WeaponBeamRecharging
eventbool IsFiring ()))
WeaponBeamFiring
functionbool IsFiring ()))
WeaponBeamRecharging
function RechargeDone ()))
WeaponBeamRecharging
function RefireCheckTimer ()))
WeaponBeamFiring
function SetFlashLocation (vector HitLocation)
WeaponBeamFiring
function Tick (float DeltaTime))
WeaponBeamFiring
Inherited Functions from UTGame.UTVehicleWeapon
Activate, AttachWeaponTo, BeginFire, CanHitDesiredTarget, DetachWeapon, DrawKillIcon, DrawTowingIndicator, DrawWeaponCrosshair, EndFire, EndZoom, GetAdjustedAim, GetCrosshairScaling, GetDesiredAimPoint, GetFireInterval, GetFireStartLocationAndRotation, GetFireTriggerTag, GetImpactEffect, GetMaxFinalAimAdjustment, GetPhysicalFireStartLoc, GetTraceOwner, GetZoomedState, InstantFireEndTrace, InstantFireStartTrace, IsAimCorrect, NotifyVehicleDeployed, NotifyVehicleUndeployed, PostBeginPlay, ProjectileFire, PutDownWeapon, ReplicatedEvent, ServerSetZoom, StartZoom, WeaponPlaySound
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
WeaponBeamFiring Source code
simulated state WeaponBeamFiring
/********************************************************************************************* * State WeaponFiring * See UTWeapon.WeaponFiring *********************************************************************************************/
BeginState, DealDamageTo, EndFire, EndState, FiringDone, GetMaxFinalAimAdjustment, GetPowerPerc, IsFiring, RefireCheckTimer, SetFlashLocation, Tick
WeaponBeamRecharging Source code
simulated state WeaponBeamRecharging
BeginState, EndState, GetPowerPerc, IsFiring, RechargeDone


Variables Detail

BeamMaxAimAdjustment Source code

var float BeamMaxAimAdjustment;
how far off crosshair vehicle turret can be and still have beam adjusted to crosshair

ConsoleLockAim Source code

var float ConsoleLockAim;
angle for locking for lock targets when on Console

LastBeamTarget Source code

var Pawn LastBeamTarget;
last pawn beam successfully hit

LockAim Source code

var float LockAim;
angle for locking for lock targets

MaxZoomDist Source code

var float MaxZoomDist;

MaxZoomFOV Source code

var float MaxZoomFOV;

MinZoomDist Source code

var float MinZoomDist;

MinZoomFOV Source code

var float MinZoomFOV;

PartialDamage Source code

var float PartialDamage;
stored up fractional damage since we check every tick but health/damage are integers

PawnHitEffect Source code

var MaterialImpactEffect PawnHitEffect;

RechargePct Source code

var float RechargePct;

RechargeTime Source code

var float RechargeTime;

UTVWeap_FuryGun

ZoomInInterpSpeed Source code

var(UTVWeap_FuryGun) protected float ZoomInInterpSpeed;
interpolation speeds for zoom in/out when firing

ZoomOutInterpSpeed Source code

var(UTVWeap_FuryGun) protected float ZoomOutInterpSpeed;


Functions Detail

BeginState WeaponBeamFiring Source code

simulated function BeginState ( Name PreviousStateName ) )

BeginState WeaponBeamRecharging Source code

simulated event BeginState ( name PreviousStateName) )

BestMode Source code

function byte BestMode ( ) )

DealDamageTo WeaponBeamFiring Source code

simulated function DealDamageTo ( Actor Victim, int Damage, float DeltaTime, vector StartTrace) )
deals damage/momentum to the target we hit this tick

EndFire WeaponBeamFiring Source code

simulated function EndFire ( byte FireModeNum) )

EndState WeaponBeamFiring Source code

simulated function EndState ( Name NextStateName) )
When leaving the state, shut everything down

EndState WeaponBeamRecharging Source code

simulated event EndState ( name NextStateName) )

FiringDone WeaponBeamFiring Source code

simulated function FiringDone ( ) )
called when fire time is up or player lets go of the button

GetImpactEffect Source code

simulated static function MaterialImpactEffect GetImpactEffect ( Actor HitActor, PhysicalMaterial HitMaterial, byte FireModeNum) )
Secondary Fire

GetMaxFinalAimAdjustment WeaponBeamFiring Source code

simulated function float GetMaxFinalAimAdjustment ( ) )

GetPowerPerc Source code

simulated event float GetPowerPerc ( ) )

GetPowerPerc WeaponBeamFiring Source code

simulated event float GetPowerPerc ( ) )

GetPowerPerc WeaponBeamRecharging Source code

simulated event float GetPowerPerc ( ) )

IsFiring WeaponBeamFiring Source code

simulated event bool IsFiring ( ) )

IsFiring WeaponBeamRecharging Source code

simulated function bool IsFiring ( ) )

RechargeDone WeaponBeamRecharging Source code

simulated function RechargeDone ( ) )

RefireCheckTimer WeaponBeamFiring Source code

simulated function RefireCheckTimer ( ) )

SetFlashLocation WeaponBeamFiring Source code

function SetFlashLocation ( vector HitLocation )
stubbed out so that CalcWeaponFire() in beam trace doesn't set FlashLocation when we might not want it

Tick WeaponBeamFiring Source code

simulated function Tick ( float DeltaTime) )


Defaultproperties

defaultproperties
{
   RechargeTime=0.500000
   BeamMaxAimAdjustment=0.710000
   PawnHitEffect=(DurationOfDecal=4.000000,DecalDissolveParamName="DissolveAmount",ParticleTemplate=ParticleSystem'VH_Fury.Effects.P_VH_Fury_Beam_Grab')
   LockAim=0.996000
   ConsoleLockAim=0.991000
   ZoomInInterpSpeed=6.000000
   ZoomOutInterpSpeed=3.000000
   MinZoomFOV=55.000000
   MaxZoomFOV=22.000000
   MinZoomDist=1200.000000
   MaxZoomDist=4000.000000
   FireTriggerTags(0)="RaptorWeapon01"
   FireTriggerTags(1)="RaptorWeapon02"
   DefaultImpactEffect=(ParticleTemplate=ParticleSystem'VH_Fury.Effects.P_VH_Fury_Beam_Impact')
   VehicleClass=Class'UTGameContent.UTVehicle_Fury_Content'
   bFastRepeater=True
   AmmoDisplayType=EAWDS_BarGraph
   ZoomedTargetFOV=22.000000
   WeaponFireTypes(1)=EWFT_None
   FiringStatesArray(0)="WeaponBeamFiring"
   FireInterval(0)=1.500000
   InstantHitDamage(0)=200.000000
   InstantHitMomentum(0)=100000.000000
   InstantHitDamageTypes(0)=Class'UTGameContent.UTDmgType_FuryBeam'
   bInstantHit=True
   WeaponRange=4000.000000
   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="Fury"
   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_FuryGun"
   ObjectArchetype=UTVehicleWeapon'UTGame.Default__UTVehicleWeapon'
}

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Creation time: sk 18-3-2018 10:01:01.812 - Created with UnCodeX