- Extends
- Inventory
- Modifiers
- abstract localized intrinsic
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Inventory
|
+-- Engine.Weapon
Direct Known Subclasses:
ASMD, AutoMag, DispersionPistol, Eightball, FlakCannon, GESBioRifle, Minigun, QuadShot, RazorJack, Rifle, Stinger
Inherited Variables from Engine.Inventory |
AbsorptionPriority, ActivateSound, ArmorAbsorption, AutoSwitchPriority, bActivatable, bActive, bAmbientGlow, bDisplayableInv, bHeldItem, bInstantRespawn, bIsAnArmor, BobDamping, bRotatingPickup, bSleepTouch, Charge, DeActivateSound, Icon, InventoryGroup, MaxDesireability, MyMarker, M_Activated, M_Deactivated, M_Selected, NextArmor, PickupMessage, PickupSound, PickupViewMesh, PickupViewScale, PlayerLastTouched, PlayerViewMesh, PlayerViewOffset, PlayerViewScale, ProtectionType1, ProtectionType2, RespawnSound, RespawnTime, StatusIcon, ThirdPersonMesh, ThirdPersonScale |
Inherited Variables from Engine.Actor |
Acceleration, AmbientGlow, AmbientSound, AnimFrame, AnimLast, AnimMinRate, AnimRate, AnimSequence, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAnimFinished, bAnimLoop, bAnimNotify, Base, bAssimilated, bBlockActors, bBlockPlayers, bBounce, bCanTeleport, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDeleteMe, bDifficulty0, bDifficulty1, bDifficulty2, bDifficulty3, bDirectional, bDynamicLight, bEdLocked, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForceStasis, bHidden, bHiddenEd, bHighDetail, bHighlighted, bHurtEntry, bInterpolating, bIsItemGoal, bIsKillGoal, bIsMover, bIsPawn, bIsSecretGoal, bJustTeleported, bLensFlare, bLightChanged, bMemorized, bMeshCurvy, bMeshEnviroMap, bMovable, bNet, bNetFeel, bNetHear, bNetInitial, bNetOptional, bNetOwner, bNetSee, bNetSpecial, bNoDelete, bNoSmooth, bOnlyOwnerSee, bParticles, bProjTarget, bRotateToDesired, Brush, bSelected, bShadowCast, bSimulatedPawn, bSinglePlayer, bSpecialLit, bStasis, bStatic, bTempEditor, bTicked, bTimerLoop, bTravel, bUnlit, Buoyancy, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, Deleted, DesiredRotation, DodgeDir, DrawScale, DrawType, Event, ExtraTag, Fatness, Group, InitialState, Instigator, Inventory, LatentActor, LatentByte, LatentFloat, LatentInt, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightRadius, LightSaturation, LightType, Location, Mass, Mesh, MiscNumber, NetPriority, NetTag, OddsOfAppearing, OldAnimRate, OldLocation, OtherTag, Owner, PhysAlpha, Physics, PhysRate, PrePivot, Region, RemoteRole, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skin, SoundPitch, SoundRadius, SoundVolume, SpecialTag, Sprite, StandingCount, Style, Tag, Target, Texture, TimerCounter, TimerRate, Touching[4], TransientSoundVolume, TweenRate, Velocity, VolumeBrightness, VolumeFog, VolumeRadius, XLevel |
Inherited Enumerations from Engine.Actor |
EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType |
Inherited Functions from Engine.Inventory |
Activate, ActivateTranslator, AltFire, ArmorAbsorbDamage, ArmorImpactEffect, ArmorPriority, BecomeItem, BecomePickup, BeginState, BotDesireability, CalcDrawOffset, CheckTouching, Destroyed, DropFrom, EndState, Fire, GiveTo, HandlePickupQuery, InvCalcView, InventoryCapsFloat, Landed, OwnerJumped, PrioritizeArmor, RecommendWeapon, ReduceDamage, SelectNext, SetRespawn, SpawnCopy, Timer, Touch, TravelPreAccept, Use, ValidTouch, WeaponChange, ZoneChange, [ |
Inherited Functions from Engine.Actor |
!=, *, *=, +, +=, -, -=, / , /=, <<, ==, >>, AllActors, AnimEnd, Attach, BaseChange, BasedActors, BeginEvent, BeginPlay, BroadcastMessage, Bump, ChildActors, Cross, Destroy, Destroyed, Detach, Dot, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Expired, Falling, FinishAnim, FinishInterpolation, GainedChild, GetAnimGroup, GetAxes, GetUnAxes, HitWall, HurtRadius, InterpolateEnd, Invert, IsA, IsAnimating, KillCredit, KilledBy, Landed, LoopAnim, LostChild, MakeNoise, MirrorVectorByNormal, Move, MoveSmooth, Normal, PlayAnim, PlayerCanSeeMe, PlaySound, PostBeginPlay, PostTeleport, PreBeginPlay, PreTeleport, RadiusActors, RotRand, SetBase, SetCollision, SetCollisionSize, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRotation, SetTimer, Sleep, Spawn, Spawned, SpecialHandling, TakeDamage, Tick, Timer, Touch, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TweenAnim, UnTouch, UnTrigger, VisibleActors, VisibleCollidingActors, VRand, VSize, ZoneChange, [ |
var float AimError;
var float AltProjectileSpeed;
var travel
ammo AmmoType;
var bool bChangeWeapon;
var bool bLockedOn;
var bool bPointing;
var bool bWeaponUp;
var float ProjectileSpeed;
Weapon
var(
Weapon)
sound AltFireSound;
var(
Weapon)
bool bAltInstantHit;
var(
Weapon)
sound CockingSound;
var(
Weapon)
float MaxTargetRange;
var(
Weapon)
Localized String[
64] MessageNoAmmo;
var(
Weapon)
int PickupAmmoCount;
var(
Weapon)
sound SelectSound;
WeaponAI
var(WeaponAI) float AIRating;
var(WeaponAI) float AltRefireRate;
var(WeaponAI) bool bAltWarnTarget;
var(WeaponAI) bool bSplashDamage;
var(WeaponAI) bool bWarnTarget;
var(WeaponAI) float RefireRate;
function AltFire ( float Value )
function AltFire ( float F )
function AltFire ( float F )
function AltFire ( float F )
function AnimEnd ( )
function BeginState ( )
function BeginState ( )
event float BotDesireability (
Pawn Bot )
function BringUp ( )
function CheckVisibility ( )
function DropFrom (
vector StartLocation )
function Finish ( )
function Fire ( float Value )
function Fire ( float F )
function Fire ( float F )
function Fire ( float F )
function GiveAmmo (
Pawn Other )
function bool HandlePickupQuery (
inventory Item )
function PlayAltFiring ( )
function PlayFiring ( )
function PlayIdleAnim ( )
function PlayPostSelect ( )
function PlaySelect ( )
function PostBeginPlay ( )
function bool PutDown ( )
function bool PutDown ( )
function bool PutDown ( )
function bool PutDown ( )
function float RateSelf ( out int bUseAltMode )
function Weapon RecommendWeapon (
out float rating,
out int bUseAltMode )
function setHand ( float Hand )
function SetSwitchPriority (
pawn Other )
function float SuggestAttackStyle ( )
function float SuggestDefenseStyle ( )
function float SwitchPriority ( )
function TraceFire ( float Accuracy )
event TravelPostAccept ( )
function TweenDown ( )
function TweenSelect ( )
function Weapon WeaponChange (
byte F )
function bool WeaponSet (
Pawn Other )
Creation time: za 22-4-2006 12:53:43.718 - Created with
UnCodeX