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UTGameContent.UTVWeap_PaladinGun

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_PaladinGun

Variables Summary
boolbPutShieldUp
floatCurrentDelayTime
floatCurrentShieldHealth
floatLastShieldHitTime
UTVWeap_PaladinGun
floatMaxDelayTime
floatMaxShieldHealth
floatShieldRechargeRate
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))
ShieldActive
functionbyte BestMode ()))
functionbool CanHitDesiredTarget (vector SocketLocation, rotator SocketRotation, vector DesiredAimPoint, Actor TargetActor, out vector RealAimPoint))
ShieldActive
function EndState (name NextStateName))
ShieldActive
eventfloat GetPowerPerc ()))
functionbool HasAmmo (byte FireModeNum, optional int Amount))
function NotifyShieldHit (int Damage))
function ShieldAgainstIncoming (optional Projectile P))
event Tick (float DeltaTime))
event Tick (float DeltaTime))
ShieldActive
function UpdateShieldHealthPct ()))
ShieldActive
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
ShieldActive Source code
simulated state ShieldActive extends WeaponFiring
BeginState, CanHitDesiredTarget, EndState, Tick, UpdateShieldHealthPct


Variables Detail

bPutShieldUp Source code

var bool bPutShieldUp;

CurrentDelayTime Source code

var float CurrentDelayTime;

CurrentShieldHealth Source code

var float CurrentShieldHealth;

LastShieldHitTime Source code

var float LastShieldHitTime;

UTVWeap_PaladinGun

MaxDelayTime Source code

var(UTVWeap_PaladinGun) float MaxDelayTime;
how long after the last shield activation before it starts recharging again

MaxShieldHealth Source code

var(UTVWeap_PaladinGun) float MaxShieldHealth;

ShieldRechargeRate Source code

var(UTVWeap_PaladinGun) float ShieldRechargeRate;


Functions Detail

BeginState ShieldActive Source code

simulated function BeginState ( name PreviousStateName) )

BestMode Source code

function byte BestMode ( ) )

CanHitDesiredTarget ShieldActive Source code

simulated function bool CanHitDesiredTarget ( vector SocketLocation, rotator SocketRotation, vector DesiredAimPoint, Actor TargetActor, out vector RealAimPoint) )

EndState ShieldActive Source code

simulated function EndState ( name NextStateName) )

GetPowerPerc Source code

simulated event float GetPowerPerc ( ) )

HasAmmo Source code

simulated function bool HasAmmo ( byte FireModeNum, optional int Amount) )

NotifyShieldHit Source code

function NotifyShieldHit ( int Damage) )

ShieldAgainstIncoming Source code

function ShieldAgainstIncoming ( optional Projectile P) )

Tick Source code

simulated event Tick ( float DeltaTime) )

Tick ShieldActive Source code

simulated event Tick ( float DeltaTime) )

UpdateShieldHealthPct ShieldActive Source code

simulated function UpdateShieldHealthPct ( ) )
updates the shield health percent on the vehicle to be applied to the effects


Defaultproperties

defaultproperties
{
   MaxShieldHealth=1200.000000
   MaxDelayTime=2.500000
   ShieldRechargeRate=350.000000
   CurrentShieldHealth=1200.000000
   FireTriggerTags(0)="PrimaryFire"
   VehicleClass=Class'UTGameContent.UTVehicle_Paladin'
   bRecommendSplashDamage=True
   AmmoDisplayType=EAWDS_BarGraph
   WeaponFireSnd(0)=SoundCue'A_Vehicle_Paladin.SoundCues.A_Vehicle_Paladin_Fire'
   WeaponFireTypes(0)=EWFT_Projectile
   WeaponFireTypes(1)=EWFT_Custom
   FiringStatesArray(1)="ShieldActive"
   WeaponProjectiles(0)=Class'UTGameContent.UTProj_PaladinEnergyBolt'
   FireInterval(0)=2.350000
   FireInterval(1)=0.100000
   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="Paladin"
   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_PaladinGun"
   ObjectArchetype=UTVehicleWeapon'UTGame.Default__UTVehicleWeapon'
}

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Creation time: sk 18-3-2018 10:01:01.961 - Created with UnCodeX