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UTGameContent.UTWeap_Physicsgun

Extends
UTWeapon
Modifiers
HideDropDown

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

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

Variables Summary
floatHoldDistance
QuatHoldOrientation
RB_HandlePhysicsGrabber
UTWeap_Physicsgun
floatChangeHoldDistanceIncrement
floatHoldDistanceMax
floatHoldDistanceMin
floatThrowImpulse
floatWeaponImpulse
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 ChangeVisibility (bool bIsVisible))
functionbool DoOverrideNextWeapon ()))
functionbool DoOverridePrevWeapon ()))
function PostBeginPlay ()))
function StartFire (byte FireModeNum))
function StopFire (byte FireModeNum))
function Tick (float DeltaTime ))
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


Variables Detail

HoldDistance Source code

var float HoldDistance;

HoldOrientation Source code

var Quat HoldOrientation;

PhysicsGrabber Source code

var RB_Handle PhysicsGrabber;

UTWeap_Physicsgun

ChangeHoldDistanceIncrement Source code

var(UTWeap_Physicsgun) float ChangeHoldDistanceIncrement;

HoldDistanceMax Source code

var(UTWeap_Physicsgun) float HoldDistanceMax;

HoldDistanceMin Source code

var(UTWeap_Physicsgun) float HoldDistanceMin;

ThrowImpulse Source code

var(UTWeap_Physicsgun) float ThrowImpulse;

WeaponImpulse Source code

var(UTWeap_Physicsgun) float WeaponImpulse;


Functions Detail

ChangeVisibility Source code

simulated function ChangeVisibility ( bool bIsVisible) )
This function is called from the pawn when the visibility of the weapon changes

DoOverrideNextWeapon Source code

simulated function bool DoOverrideNextWeapon ( ) )

DoOverridePrevWeapon Source code

simulated function bool DoOverridePrevWeapon ( ) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

StartFire Source code

simulated function StartFire ( byte FireModeNum) )

StopFire Source code

simulated function StopFire ( byte FireModeNum) )

Tick Source code

simulated function Tick ( float DeltaTime ) )


Defaultproperties

defaultproperties
{
   WeaponImpulse=200.000000
   HoldDistanceMax=750.000000
   ThrowImpulse=100.000000
   ChangeHoldDistanceIncrement=50.000000
   Begin Object Class=RB_Handle Name=RB_Handle0 ObjName=RB_Handle0 Archetype=RB_Handle'Engine.Default__RB_Handle'
      LinearDamping=1.000000
      LinearStiffness=50.000000
      AngularDamping=1.000000
      AngularStiffness=50.000000
      Name="RB_Handle0"
      ObjectArchetype=RB_Handle'Engine.Default__RB_Handle'
   End Object
   PhysicsGrabber=RB_Handle0
   bExportMenuData=False
   AmmoCount=15
   LockerAmmoCount=15
   MaxAmmoCount=35
   InventoryGroup=154
   AttachmentClass=Class'UTGame.UTAttachment_FlakCannon'
   GroupWeight=0.500000
   WeaponFireSnd(0)=SoundCue'A_Weapon_FlakCannon.Weapons.A_FlakCannon_FireCue'
   WeaponFireSnd(1)=SoundCue'A_Weapon_FlakCannon.Weapons.A_FlakCannon_FireAltCue'
   WeaponColor=(B=128,G=255,R=255,A=255)
   PlayerViewOffset=(X=0.000000,Y=7.000000,Z=-9.000000)
   CurrentRating=0.750000
   WeaponFireTypes(0)=EWFT_Custom
   WeaponFireTypes(1)=EWFT_Projectile
   WeaponProjectiles(0)=Class'UTGame.UTProj_FlakShard'
   WeaponProjectiles(1)=Class'UTGame.UTProj_FlakShell'
   FireOffset=(X=16.000000,Y=10.000000,Z=0.000000)
   Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
      SkeletalMesh=SkeletalMesh'WP_FlakCannon.Mesh.SK_WP_FlakCannon_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_Physicsgun:MeshSequenceA'
      AnimSets(0)=AnimSet'WP_FlakCannon.Anims.K_WP_FlakCannon_1P_Base'
      Rotation=(Pitch=0,Yaw=-16384,Roll=0)
      Scale=0.500000
      ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh'
   End Object
   Mesh=FirstPersonMesh
   AIRating=0.750000
   Begin Object Class=StaticMeshComponent Name=StaticMeshComponent1 ObjName=StaticMeshComponent1 Archetype=StaticMeshComponent'Engine.Default__StaticMeshComponent'
      StaticMesh=StaticMesh'WP_FlakCannon.Mesh.S_WP_Flak_3P'
      bUseAsOccluder=False
      CastShadow=False
      bForceDirectLightMap=True
      bCastDynamicShadow=False
      CollideActors=False
      BlockRigidBody=False
      Translation=(X=0.000000,Y=0.000000,Z=-10.000000)
      Rotation=(Pitch=0,Yaw=32768,Roll=0)
      Scale=0.300000
      Name="StaticMeshComponent1"
      ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshComponent'
   End Object
   DroppedPickupMesh=StaticMeshComponent1
   PickupFactoryMesh=StaticMeshComponent1
   Components(0)=RB_Handle0
   Name="Default__UTWeap_Physicsgun"
   ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon'
}

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Creation time: sk 18-3-2018 10:01:02.867 - Created with UnCodeX