| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Inventory
|
+-- Engine.Weapon
|
+-- U2.U2Weapon
U2XMPItem, WeaponInvAssaultRifle, WeaponInvDispersion, WeaponInvEnergyRifle, WeaponInvFlameThrower, WeaponInvGrenadeLauncher, WeaponInvLaserRifle, WeaponInvLeechGun, WeaponInvPistol, WeaponInvRocketLauncher, WeaponInvShotgun, WeaponInvSingularityCannon, WeaponInvSniperRifle, WeaponInvTakkra, weaponTurretMounted
| Constants Summary | ||
|---|---|---|
| MaxRapidFireRate | = | 0.50 |
| MinSlowFireRate | = | 0.51 |
| RangeUnlimited | = | 32767.0 |
| RatingCantFire | = | -40.000 |
| RatingDangerous | = | -20.000 |
| RatingDefault | = | 0.000 |
| RatingDisabled | = | -50.000 |
| RatingFireNow | = | 100.000 |
| RatingHighest | = | 90.000 |
| RatingIneffective | = | -10.000 |
| RatingLow | = | -5.000 |
| RatingNoAmmo | = | -30.000 |
| RatingNone | = | -99.999 |
| Functions Summary | ||
|---|---|---|
![]() | bool | AddAmmo (Pawn Other, string AmmoClassString, int AddAmmoAmount, optional bool bMaximizeClipAmount )) |
![]() | bool | AdjustAim (bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash )) |
![]() | bool | AdjustProjectileAim (bool bAltFire, class<Projectile> ProjectileClass, vector projStart, float FireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash )) |
![]() | bool | AdjustTraceAim (float projSpeed, vector projStart, float FireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash )) |
![]() | AdjustTraceFireHit (out CheckResult Hit) | |
![]() | AdjustWeaponLog ())) | |
![]() | AdjustWeaponPitchYaw ())) | |
![]() | AdjustWeaponRate (float f)) | |
![]() | AdjustWeaponRoll ())) | |
![]() | AdjustWeaponXY ())) | |
![]() | AdjustWeaponZ ())) | |
![]() | AltFire ())) | |
![]() | AnimEnd (int Channel )) | |
![]() | AnimEnd (int Channel )) Active | |
![]() | AnimEnd (int Channel )) DownWeapon | |
![]() | AnimEnd (int Channel )) Idle | |
![]() | AuthorityAltFire ())) | |
![]() | AuthorityFire ())) | |
![]() | BeginState ())) Active | |
![]() | BeginState ())) AltFiring | |
![]() | BeginState ())) DownWeapon | |
![]() | BeginState ())) Firing | |
![]() | BeginState ())) Reloading | |
![]() | vector | CalcDrawOffset ())) |
![]() | vector | CalcFireOffset (vector X, vector Y, vector Z )) |
![]() | vector | CalcShellOffset (vector X, vector Y, vector Z )) |
![]() | bool | CanFire ())) DownWeapon |
![]() | bool | CanFire ())) Reloading |
![]() | ClearWeaponEffects ())) | |
![]() | ClientFinish ())) | |
![]() | ClientTraceImpact (CheckResult Hit )) | |
![]() | ClientWeaponSet (bool bOptionalSet)) | |
![]() | ConstructDeco (int i )) | |
![]() | float | DefaultRating (Actor Target, bool bUseAltMode )) |
![]() | Destroyed ())) | |
![]() | DestructDeco (int i )) | |
![]() | DispatchWeaponNotifies (out CheckResult Hit )) | |
![]() | DMW (coerce string Msg )) | |
![]() | DrawDecos (canvas Canvas )) | |
![]() | DrawWeapon (canvas Canvas )) | |
![]() | DropFrom (vector StartLocation)) | |
![]() | EjectShell (class | |
![]() | EndState ())) Active | |
![]() | EndState ())) AltFiring | |
![]() | EndState ())) DownWeapon | |
![]() | EndState ())) Firing | |
![]() | EndState ())) Reloading | |
![]() | EverywhereAltFire ())) | |
![]() | EverywhereFire ())) | |
![]() | Actor | FindBestTarget (vector Loc, rotator ViewRot, float MaxAngleInDegrees )) |
![]() | Actor | FindTraceTarget (vector Loc, rotator ViewRot )) |
![]() | Finish ())) | |
![]() | Fire ())) | |
![]() | int | GetAltFireAmmoUsed ())) |
![]() | Controller.EAttitude | GetAttitudeTo (Actor A )) |
![]() | int | GetClipAmount ())) |
![]() | int | GetClipSize ())) |
![]() | UIConsole | GetConsole ())) |
![]() | int | GetFireAmmoUsed ())) |
![]() | sound | GetGunButtSound ())) |
![]() | float | GetModeRating (Actor Target, float DistanceToEnemy, float RangeMin, float RangeIdeal, float RangeMax, float RangeLimit, float RatingInsideMin, float RatingRangeMin, float RatingRangeIdeal, float RatingRangeMax, float RatingRangeLimit, float RatingBase, bool bUseAltMode )) |
![]() | LicenseePawn.EWeaponAnimationType | GetWeaponAnimationType ())) |
![]() | float | GetWeaponDistanceToEnemy (Actor Target )) |
![]() | float | GetWeaponRating (Actor Target, out byte bUseAltMode, bool bSupportsFire, bool bSupportsAltFire )) |
![]() | GiveAmmo (Pawn Other )) | |
![]() | GiveTo (Pawn Other, optional bool bDontTryToSwitch )) | |
![]() | bool | GreaterThan (Weapon Other )) |
![]() | HandleCrosshairGlow (Canvas Canvas )) | |
![]() | bool | HandlePickupQuery (Pickup Item )) |
![]() | HandleTargetDetails (Actor A, Canvas Canvas, vector ViewLoc, rotator ViewRot) | |
![]() | HandleWaterShot (vector HitLocation, vector Start, vector End )) | |
![]() | bool | HasEnoughAmmo (int MinUses )) |
![]() | bool | HasEnoughModeAmmo (int AmmoUsed, int NumUses )) |
![]() | bool | IsTargetable (Actor A )) |
![]() | bool | LessThan (Weapon Other )) |
![]() | MaybePixieReload ())) | |
![]() | MeleeAttack ())) | |
![]() | MeshAgentCallActionEx (name Sequence )) | |
![]() | MeshAgentSetInputCurValueEx (name Input, name Value )) | |
![]() | bool | MouseMove (Console.EInputKey Key, Console.EInputAction Action, float Delta )) |
![]() | Weapon | NextWeapon (Weapon aChoice, Weapon aWeapon)) |
![]() | float | NoEnemyRating (bool bUseAltMode )) |
![]() | NotifyCutsceneBegin () | |
![]() | NotifyPlaySoundSlot (string Slot )) | |
![]() | float | NotUsingRangeRating (Actor Target, bool bUseAltMode )) |
![]() | PawnAgentEvent (name InEventName)) | |
![]() | PlayAltFiring ())) | |
![]() | PlayAnimEx (name Sequence )) | |
![]() | PlayFiring ())) | |
![]() | PlayPostSelect ())) | |
![]() | PlaySelect ())) | |
![]() | PostBeginPlay ())) | |
![]() | PostModifyRatings (Actor Target, float DistanceToEnemy, out float PriFireRating, out float AltFireRating )) | |
![]() | PostRecvOwner ())) | |
![]() | PostSetAimingParameters (bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash )) | |
![]() | PreModifyRatings (Actor Target, float DistanceToEnemy, out float PriFireRating, out float AltFireRating, out byte bGetFireRating, out byte bGetAltFireRating )) | |
![]() | bool | PreSetAimingParameters (bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash )) |
![]() | Weapon | PrevWeapon (Weapon aChoice, Weapon aWeapon)) |
![]() | ProcessTraceHitEx (vector HitDirection, CheckResult Hit, float EffectiveDamage )) | |
![]() | Projectile | ProjectileFire (class |
![]() | bool | PutDown ())) Active |
![]() | bool | PutDown ())) DownWeapon |
![]() | bool | PutDown ())) Idle |
![]() | float | RateSelf (Actor Target, out byte bUseAltMode )) |
![]() | Weapon | RecommendWeapon (Actor Target, out float Rating, out byte bUseAltMode )) |
![]() | Refresh ())) | |
![]() | Reload ())) | |
![]() | Reload () AltFiring | |
![]() | Reload () Firing | |
![]() | RenderOverlays (canvas Canvas )) | |
![]() | byte | SelectFiringMode (Actor Target )) |
![]() | SetCrosshair ())) | |
![]() | SetFireSkin ())) | |
![]() | SetFireStartLocations ())) | |
![]() | bool | ShouldSwitchWeapon (Weapon CurrentWeapon, bool bOptionalSet )) |
![]() | StartAdjust ())) | |
![]() | StopAdjust ())) | |
![]() | float | SuggestAttackStyle (Actor Target )) |
![]() | float | SuggestAttackStyleMode (Actor Target, float RangeMin, float RangeIdeal, float RangeMax, bool bUseAltMode )) |
![]() | float | SuggestAttackStyleNoEnemy (bool bUseAltMode )) |
![]() | float | SuggestAttackStyleNoRange (bool bUseAltMode )) |
![]() | float | SuggestDefenseStyle (Actor Target )) |
![]() | SwitchAway ())) | |
![]() | float | SwitchPriority ())) |
![]() | TraceFire (float TraceSpread )) | |
![]() | TraceFireFailed (vector EndPoint) | |
![]() | UnSetCrosshair ())) | |
![]() | UnsetFireSkin ())) | |
![]() | UpdateAltRanges ())) | |
![]() | UpdateCrosshair (Canvas Canvas )) | |
![]() | UpdatePriRanges ())) | |
![]() | UpdateRanges (float Speed, float DamageRadius, out float RangeIdeal, out float RangeMax, out float RangeLimit )) | |
![]() | Weapon | WeaponChange (byte F, Weapon aChoice )) |
| States Summary |
|---|
| Active Source code |
|---|
|
simulated state Active |
| AnimEnd, BeginState, EndState, PutDown |
| AltFiring Source code |
|---|
|
simulated state AltFiring |
| BeginState, EndState, Reload |
| DownWeapon Source code |
|---|
|
simulated state DownWeapon |
| AnimEnd, BeginState, CanFire, EndState, PutDown |
| Firing Source code |
|---|
|
simulated state Firing |
| BeginState, EndState, Reload |
| Idle Source code |
|---|
simulated state Idle /*****************************************************************************/ |
| AnimEnd, PutDown |
| Reloading Source code |
|---|
|
simulated state Reloading |
| BeginState, CanFire, EndState |
| Constants Detail |
|---|
| Variables Detail |
|---|
| Functions Detail |
|---|
AddAmmo Source code
AdjustAim Source code
AdjustProjectileAim Source code
AdjustTraceAim Source code
AdjustTraceFireHit Source code
AdjustWeaponLog Source code
AdjustWeaponPitchYaw Source code
AdjustWeaponRate Source code
AdjustWeaponRoll Source code
AdjustWeaponXY Source code
AdjustWeaponZ Source code
AltFire Source code
AnimEnd Source code
AnimEnd Active Source code
AnimEnd DownWeapon Source code
AnimEnd Idle Source code
AuthorityAltFire Source code
AuthorityFire Source code
BeginState Active Source code
BeginState AltFiring Source code
BeginState DownWeapon Source code
BeginState Firing Source code
BeginState Reloading Source code
CalcDrawOffset Source code
CalcFireOffset Source code
CalcShellOffset Source code
CanFire DownWeapon Source code
CanFire Reloading Source code
ClearWeaponEffects Source code
ClientFinish Source code
ClientTraceImpact Source code
ClientWeaponSet Source code
ConstructDeco Source code
DefaultRating Source code
Destroyed Source code
DestructDeco Source code
DispatchWeaponNotifies Source code
DMW Source code
DrawDecos Source code
DrawWeapon Source code
DropFrom Source code
EjectShell Source code
EndState Active Source code
EndState AltFiring Source code
EndState DownWeapon Source code
EndState Firing Source code
EndState Reloading Source code
EverywhereAltFire Source code
EverywhereFire Source code
FindBestTarget Source code
FindTraceTarget Source code
Finish Source code
Fire Source code
GetAltFireAmmoUsed Source code
GetAttitudeTo Source code
GetClipAmount Source code
GetClipSize Source code
GetConsole Source code
GetFireAmmoUsed Source code
GetGunButtSound Source code
GetModeRating Source code
GetWeaponAnimationType Source code
GetWeaponDistanceToEnemy Source code
GetWeaponRating Source code
GiveAmmo Source code
GiveTo Source code
GreaterThan Source code
HandleCrosshairGlow Source code
HandlePickupQuery Source code
HandleTargetDetails Source code
HandleWaterShot Source code
HasEnoughAmmo Source code
HasEnoughModeAmmo Source code
IsTargetable Source code
LessThan Source code
MaybePixieReload Source code
MeleeAttack Source code
MeshAgentCallActionEx Source code
MeshAgentSetInputCurValueEx Source code
MouseMove Source code
NextWeapon Source code
NoEnemyRating Source code
NotifyCutsceneBegin Source code
NotifyPlaySoundSlot Source code
NotUsingRangeRating Source code
PawnAgentEvent Source code
PlayAltFiring Source code
PlayAnimEx Source code
PlayFiring Source code
PlayPostSelect Source code
PlaySelect Source code
PostBeginPlay Source code
PostModifyRatings Source code
PostRecvOwner Source code
PostSetAimingParameters Source code
PreModifyRatings Source code
PreSetAimingParameters Source code
PrevWeapon Source code
ProcessTraceHitEx Source code
ProjectileFire Source code
PutDown Active Source code
PutDown DownWeapon Source code
PutDown Idle Source code
RateSelf Source code
RecommendWeapon Source code
Refresh Source code
Reload Source code
Reload AltFiring Source code
Reload Firing Source code
RenderOverlays Source code
SelectFiringMode Source code
SetCrosshair Source code
SetFireSkin Source code
SetFireStartLocations Source code
ShouldSwitchWeapon Source code
StartAdjust Source code
StopAdjust Source code
SuggestAttackStyle Source code
SuggestAttackStyleMode Source code
SuggestAttackStyleNoEnemy Source code
SuggestAttackStyleNoRange Source code
SuggestDefenseStyle Source code
SwitchAway Source code
SwitchPriority Source code
TraceFire Source code
TraceFireFailed Source code
UnSetCrosshair Source code
UnsetFireSkin Source code
UpdateAltRanges Source code
UpdateCrosshair Source code
UpdatePriRanges Source code
UpdateRanges Source code
WeaponChange Source code| Defaultproperties |
|---|
defaultproperties
{
FireTime=0.500000
AltFireTime=0.500000
FireLastDownTime=1.000000
AltFireLastDownTime=1.000000
FireLastReloadTime=1.000000
AltFireLastReloadTime=1.000000
ReloadTime=0.500000
SelectTime=0.600000
DownTime=0.533000
FireSkinTime=1000000000.000000
GunButtSounds(0)=Sound'U2WeaponsA.GunButt.GunButt01'
GunButtSounds(1)=Sound'U2WeaponsA.GunButt.GunButt02'
GunButtSounds(2)=Sound'U2WeaponsA.GunButt.GunButt03'
GunButtSounds(3)=Sound'U2WeaponsA.GunButt.GunButt04'
FirePitch=(A=1.000000,B=1.000000)
AltFirePitch=(A=1.000000,B=1.000000)
fAdjustWeaponRate=0.400000
bRepeatFire=true
bRepeatAltFire=true
UseGlowingCrosshairs=true
WeaponAnimationType=AT_NoWeapon
TraceRange=10000.000000
AltShakeMag=5.000000
AltShakeTime=0.200000
BounceDamping=0.450000
TargetableTypes(0)='Pawn'
CrosshairFilename="Crosshairs"
CrosshairName="Pistol_Cross"
bAimFire=true
bAimAltFire=true
bFireEnabledForOwner=true
bAltFireEnabledForOwner=true
RangeMinFire=-1.000000
RangeIdealFire=-1.000000
RangeMaxFire=-1.000000
RangeLimitFire=-1.000000
RatingInsideMinFire=-10.000000
RatingRangeMinFire=-1.000000
RatingRangeIdealFire=-1.000000
RatingRangeMaxFire=-1.000000
RatingRangeLimitFire=-1.000000
AIRatingFire=-99.999001
RangeMinAltFire=-1.000000
RangeIdealAltFire=-1.000000
RangeMaxAltFire=-1.000000
RangeLimitAltFire=-1.000000
RatingInsideMinAltFire=-10.000000
RatingRangeMinAltFire=-1.000000
RatingRangeIdealAltFire=-1.000000
RatingRangeMaxAltFire=-1.000000
RatingRangeLimitAltFire=-1.000000
AIRatingAltFire=-99.999001
ShakeMag=5.000000
ShakeTime=0.200000
AIRating=-99.999001
AlignMeshTraceOffset1=(X=10.000000,Y=-5.000000,Z=-12.000000)
AlignMeshTraceOffset2=(X=10.000000,Y=5.000000,Z=-12.000000)
AlignMeshTraceOffset3=(X=-12.000000,Z=-12.000000)
ActorFOV=60.000000
bNoSmooth=false
bAutoEnableAgent=true
SoundRadius=800.000000
TransientSoundRadius=800.000000
CollisionRadius=0.000000
CollisionHeight=0.000000
bBounce=true
UseReticleOnEvents(0)="UseReticleText"
UseReticleOnEvents(1)="UseReticleCorners"
UseReticleOnEvents(2)="UseReticleTopBars"
ProximityReticleOnEvents(0)="ProximityReticleCorners"
ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}
|
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