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UTGameContent.UTWeap_BioRifle_Content

Extends
UTWeapon

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

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

Variables Summary
floatAdditionalCoolDownTime
nameArmsChargeAnim
ParticleSystemComponentChargingSystem
floatCoolDownTime
intCurrentFireAnim
intGlobStrength
intMaxGlobStrength
array<name>PrimaryArmAnims
array<name>PrimaryFireAnims
nameWeaponChargeAnim
SoundCueWeaponLoadSnd
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))
WeaponLoadAmmo
functionbyte BestMode ()))
functionbool CanViewAccelerationWhenFiring ()))
WeaponLoadAmmo
function EndFire (byte FireModeNum))
WeaponLoadAmmo
function EndState (name NextStateName))
WeaponCoolDown
function EndState (Name NextStateName))
WeaponLoadAmmo
functionRotator GetAdjustedAim (vector StartFireLoc ))
functionfloat GetAIRating ()))
eventfloat GetPowerPerc ()))
eventfloat GetPowerPerc ()))
WeaponLoadAmmo
function IncreaseGlobStrength ()))
WeaponLoadAmmo
functionbool IsFiring ()))
WeaponLoadAmmo
functionbool IsFullyCharged ()))
WeaponLoadAmmo
function PlayFireEffects (byte FireModeNum, optional vector HitLocation ))
function PlayFiringSound ()))
function PostBeginPlay ()))
functionProjectile ProjectileFire ()))
event RefireCheckTimer ()))
WeaponLoadAmmo
function SendToFiringState (byte FireModeNum ))
WeaponLoadAmmo
functionfloat SuggestAttackStyle ()))
functionfloat SuggestDefenseStyle ()))
functionbool TryPutdown ()))
WeaponLoadAmmo
function WeaponCooled ()))
function WeaponCooled ()))
WeaponCoolDown
function WeaponEmpty ()
WeaponLoadAmmo
function WeaponFireLoad ()))
WeaponLoadAmmo
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
WeaponCoolDown Source code
simulated state WeaponCoolDown
EndState, WeaponCooled
WeaponLoadAmmo Source code
simulated state WeaponLoadAmmo
/********************************************************************************************* * State WeaponLoadAmmo * In this state, ammo will continue to load up until MAXLOADCOUNT has been reached. It's * similar to the firing state *********************************************************************************************/
BeginState, CanViewAccelerationWhenFiring, EndFire, EndState, GetPowerPerc, IncreaseGlobStrength, IsFiring, IsFullyCharged, RefireCheckTimer, SendToFiringState, TryPutdown, WeaponEmpty, WeaponFireLoad


Variables Detail

AdditionalCoolDownTime Source code

var float AdditionalCoolDownTime;

ArmsChargeAnim Source code

var name ArmsChargeAnim;

ChargingSystem Source code

var ParticleSystemComponent ChargingSystem;

CoolDownTime Source code

var float CoolDownTime;

CurrentFireAnim Source code

var int CurrentFireAnim;
the primary fire animation currently playing

GlobStrength Source code

var int GlobStrength;

MaxGlobStrength Source code

var int MaxGlobStrength;
maximum number of globs we can load for one shot

PrimaryArmAnims Source code

var array<name> PrimaryArmAnims;
arm animations corresponding to above

PrimaryFireAnims Source code

var array<name> PrimaryFireAnims;
Array of all the animations for the various primary fires

WeaponChargeAnim Source code

var name WeaponChargeAnim;

WeaponLoadSnd Source code

var SoundCue WeaponLoadSnd;


Functions Detail

BeginState WeaponLoadAmmo Source code

simulated function BeginState ( Name PreviousStateName) )
Initialize the loadup

BestMode Source code

function byte BestMode ( ) )

CanViewAccelerationWhenFiring WeaponLoadAmmo Source code

simulated function bool CanViewAccelerationWhenFiring ( ) )
This determines whether or not the Weapon can have ViewAcceleration when Firing. When you are FULLY charged up and running around the level looking for someone to Glob, you need to be able to view accelerate

EndFire WeaponLoadAmmo Source code

simulated function EndFire ( byte FireModeNum) )
We need to override EndFire so that we can correctly fire off the current load if we have any.

EndState WeaponCoolDown Source code

simulated function EndState ( name NextStateName) )

EndState WeaponLoadAmmo Source code

simulated function EndState ( Name NextStateName) )
Insure that the GlobStrength is 1 when we leave this state

GetAdjustedAim Source code

simulated function Rotator GetAdjustedAim ( vector StartFireLoc ) )
GetAdjustedAim begins a chain of function class that allows the weapon, the pawn and the controller to make on the fly adjustments to where this weapon is pointing.

GetAIRating Source code

function float GetAIRating ( ) )

GetPowerPerc Source code

simulated event float GetPowerPerc ( ) )
Hud/Crosshairs

GetPowerPerc WeaponLoadAmmo Source code

simulated event float GetPowerPerc ( ) )

IncreaseGlobStrength WeaponLoadAmmo Source code

simulated function IncreaseGlobStrength ( ) )
Adds a rocket to the count and uses up some ammo. In Addition, it plays a sound so that other pawns in the world can here it.

IsFiring WeaponLoadAmmo Source code

simulated function bool IsFiring ( ) )

IsFullyCharged WeaponLoadAmmo Source code

function bool IsFullyCharged ( ) )

PlayFireEffects Source code

simulated function PlayFireEffects ( byte FireModeNum, optional vector HitLocation ) )

PlayFiringSound Source code

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

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

ProjectileFire Source code

simulated function Projectile ProjectileFire ( ) )
Take the projectile spawned and if it's the proper type, adjust it's strength and speed

RefireCheckTimer WeaponLoadAmmo Source code

simulated event RefireCheckTimer ( ) )
This is the timer event for each shot

SendToFiringState WeaponLoadAmmo Source code

simulated function SendToFiringState ( byte FireModeNum ) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )

SuggestDefenseStyle Source code

function float SuggestDefenseStyle ( ) )

TryPutdown WeaponLoadAmmo Source code

simulated function bool TryPutdown ( ) )

WeaponCooled Source code

simulated function WeaponCooled ( ) )

WeaponCooled WeaponCoolDown Source code

simulated function WeaponCooled ( ) )

WeaponEmpty WeaponLoadAmmo Source code

simulated function WeaponEmpty ( )

WeaponFireLoad WeaponLoadAmmo Source code

simulated function WeaponFireLoad ( ) )
Fire off a shot w/ effects


Defaultproperties

defaultproperties
{
   MaxGlobStrength=10
   GlobStrength=1
   WeaponLoadSnd=SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_FireAltChamber_Cue'
   CoolDowntime=0.330000
   PrimaryFireAnims(0)="WeaponFire1"
   PrimaryFireAnims(1)="WeaponFire2"
   PrimaryFireAnims(2)="WeaponFire3"
   PrimaryArmAnims(0)="WeaponFire1"
   PrimaryArmAnims(1)="WeaponFire2"
   PrimaryArmAnims(2)="WeaponFire3"
   Begin Object Class=ParticleSystemComponent Name=ChargePart ObjName=ChargePart Archetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
      Template=ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Alt_MF'
      bAutoActivate=False
      DepthPriorityGroup=SDPG_Foreground
      Name="ChargePart"
      ObjectArchetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
   End Object
   ChargingSystem=ChargePart
   WeaponChargeAnim="WeaponAltCharge"
   ArmsChargeAnim="WeaponAltCharge"
   AmmoCount=25
   LockerAmmoCount=50
   MaxAmmoCount=50
   IconX=382
   IconY=82
   IconWidth=27
   IconHeight=42
   IconCoordinates=(V=399.000000,UL=128.000000,VL=62.000000)
   CrossHairCoordinates=(V=0.000000)
   InventoryGroup=3
   AttachmentClass=Class'UTGame.UTAttachment_BioRifle'
   GroupWeight=0.510000
   QuickPickGroup=1
   QuickPickWeight=0.800000
   WeaponFireAnim(0)="WeaponFire1"
   WeaponFireAnim(1)="WeaponAltFire"
   ArmFireAnim(0)="WeaponFire1"
   ArmFireAnim(1)="WeaponAltFire"
   ArmsAnimSet=AnimSet'WP_BioRifle.Anims.K_WP_BioRifle_Arms'
   WeaponFireSnd(0)=SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_FireMain_Cue'
   WeaponFireSnd(1)=SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_FireAltLarge_Cue'
   WeaponFireSnd(2)=SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_FireAltSmall_Cue'
   WeaponPutDownSnd=SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_Lower_Cue'
   WeaponEquipSnd=SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_Raise_Cue'
   WeaponColor=(B=64,G=255,R=64,A=255)
   MuzzleFlashSocket="Bio_MF"
   MuzzleFlashPSCTemplate=ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_MF'
   PlayerViewOffset=(X=-1.000000,Y=-2.000000,Z=0.000000)
   LockerRotation=(Pitch=0,Yaw=0,Roll=-16384)
   CurrentRating=0.550000
   WeaponFireTypes(0)=EWFT_Projectile
   FiringStatesArray(1)="WeaponLoadAmmo"
   WeaponProjectiles(0)=Class'UTGameContent.UTProj_BioShot'
   WeaponProjectiles(1)=Class'UTGameContent.UTProj_BioGlob'
   FireInterval(0)=0.350000
   FireInterval(1)=0.350000
   EquipTime=0.800000
   FireOffset=(X=19.000000,Y=10.000000,Z=-10.000000)
   Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
      FOV=60.000000
      SkeletalMesh=SkeletalMesh'WP_BioRifle.Mesh.SK_WP_BioRifle_1P'
      Begin Object Class=AnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=AnimNodeSequence'Engine.Default__AnimNodeSequence'
         Name="MeshSequenceA"
         ObjectArchetype=AnimNodeSequence'Engine.Default__AnimNodeSequence'
      End Object
      Animations=AnimNodeSequence'UTGameContent.Default__UTWeap_BioRifle_Content:MeshSequenceA'
      AnimSets(0)=AnimSet'WP_BioRifle.Anims.K_WP_BioRifle_Base'
      ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
   End Object
   Mesh=FirstPersonMesh
   Priority=3.100000
   AIRating=0.550000
   ItemName="Bio Rifle"
   MaxDesireability=0.750000
   PickupMessage="Bio Rifle"
   PickupSound=SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_CGBio_Cue'
   Begin Object Class=SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh'
      SkeletalMesh=SkeletalMesh'WP_BioRifle.Mesh.SK_WP_BioRifle_3P_Mid'
      ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh'
   End Object
   DroppedPickupMesh=PickupMesh
   PickupFactoryMesh=PickupMesh
   Components(0)=ChargePart
   DrawScale3D=(X=1.000000,Y=1.050000,Z=1.000000)
   Name="Default__UTWeap_BioRifle_Content"
   ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon'
}

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Creation time: sk 18-3-2018 10:01:02.776 - Created with UnCodeX