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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_FuryGun
| Variables Summary | |
|---|---|
| float | BeamMaxAimAdjustment |
| float | ConsoleLockAim |
| Pawn | LastBeamTarget |
| float | LockAim |
| float | MaxZoomDist |
| float | MaxZoomFOV |
| float | MinZoomDist |
| float | MinZoomFOV |
| float | PartialDamage |
| MaterialImpactEffect | PawnHitEffect |
| float | RechargePct |
| float | RechargeTime |
| UTVWeap_FuryGun | |
| float | ZoomInInterpSpeed |
| float | ZoomOutInterpSpeed |
| Enumerations Summary |
|---|
| Inherited Enumerations from UTGame.UTWeapon |
|---|
| AmmoWidgetDisplayStyle, EZoomState |
| Functions Summary | ||
|---|---|---|
![]() | BeginState (Name PreviousStateName )) WeaponBeamFiring | |
![]() | BeginState (name PreviousStateName)) WeaponBeamRecharging | |
![]() | byte | BestMode ())) |
![]() | DealDamageTo (Actor Victim, int Damage, float DeltaTime, vector StartTrace)) WeaponBeamFiring | |
![]() | EndFire (byte FireModeNum)) WeaponBeamFiring | |
![]() | EndState (Name NextStateName)) WeaponBeamFiring | |
![]() | EndState (name NextStateName)) WeaponBeamRecharging | |
![]() | FiringDone ())) WeaponBeamFiring | |
![]() | MaterialImpactEffect | GetImpactEffect (Actor HitActor, PhysicalMaterial HitMaterial, byte FireModeNum)) |
![]() | float | GetMaxFinalAimAdjustment ())) WeaponBeamFiring |
![]() | float | GetPowerPerc ())) |
![]() | float | GetPowerPerc ())) WeaponBeamFiring |
![]() | float | GetPowerPerc ())) WeaponBeamRecharging |
![]() | bool | IsFiring ())) WeaponBeamFiring |
![]() | bool | IsFiring ())) WeaponBeamRecharging |
![]() | RechargeDone ())) WeaponBeamRecharging | |
![]() | RefireCheckTimer ())) WeaponBeamFiring | |
![]() | SetFlashLocation (vector HitLocation) WeaponBeamFiring | |
![]() | Tick (float DeltaTime)) WeaponBeamFiring | |
| 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 |
|---|
how far off crosshair vehicle turret can be and still have beam adjusted to crosshair
angle for locking for lock targets when on Console
last pawn beam successfully hit
angle for locking for lock targets
stored up fractional damage since we check every tick but health/damage are integers
interpolation speeds for zoom in/out when firing
| Functions Detail |
|---|
BeginState WeaponBeamFiring Source code
BeginState WeaponBeamRecharging Source code
BestMode Source code
DealDamageTo WeaponBeamFiring Source codedeals damage/momentum to the target we hit this tick
EndFire WeaponBeamFiring Source code
EndState WeaponBeamFiring Source codeWhen leaving the state, shut everything down
EndState WeaponBeamRecharging Source code
FiringDone WeaponBeamFiring Source codecalled when fire time is up or player lets go of the button
GetImpactEffect Source codeSecondary Fire
GetMaxFinalAimAdjustment WeaponBeamFiring Source code
GetPowerPerc Source code
GetPowerPerc WeaponBeamFiring Source code
GetPowerPerc WeaponBeamRecharging Source code
IsFiring WeaponBeamFiring Source code
IsFiring WeaponBeamRecharging Source code
RechargeDone WeaponBeamRecharging Source code
RefireCheckTimer WeaponBeamFiring Source code
SetFlashLocation WeaponBeamFiring Source codestubbed out so that CalcWeaponFire() in beam trace doesn't set FlashLocation when we might not want it
Tick WeaponBeamFiring Source code| 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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