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Engine.Weapon

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

Variables Summary
RotatorAdjustedAim
floatAimError
class<projectile>AltProjectileClass
floatAltProjectileSpeed
ammoAmmoType
boolbChangeWeapon
boolbLockedOn
boolbPointing
boolbWeaponUp
class<projectile>ProjectileClass
floatProjectileSpeed
Weapon
soundAltFireSound
class<ammo>AmmoName
boolbAltInstantHit
boolbInstantHit
soundCockingSound
vectorFireOffset
soundFireSound
floatMaxTargetRange
String[64]MessageNoAmmo
soundMisc1Sound
soundMisc2Sound
soundMisc3Sound
intPickupAmmoCount
byteReloadCount
soundSelectSound
floatShakeMag
floatShakeTime
floatShakeVert
WeaponAI
floatAIRating
floatAltRefireRate
boolbAltWarnTarget
boolbSplashDamage
boolbWarnTarget
floatRefireRate
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

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType

Structures Summary
Inherited Structures from Engine.Actor
PointRegion

Functions Summary
function AltFire (float Value)
function AltFire (float F)
Active
function AltFire (float F)
AltFiring
function AltFire (float F)
NormalFire
function AnimEnd ()
Idle
function BeginState ()
Active
function BeginState ()
DownWeapon
eventfloat BotDesireability (Pawn Bot)
function BringUp ()
function CheckVisibility ()
function DropFrom (vector StartLocation)
function Finish ()
function Fire (float Value)
function Fire (float F)
Active
function Fire (float F)
AltFiring
function Fire (float F)
NormalFire
function GiveAmmo (Pawn Other)
functionbool HandlePickupQuery (inventory Item)
function PlayAltFiring ()
function PlayFiring ()
function PlayIdleAnim ()
function PlayPostSelect ()
function PlaySelect ()
function PostBeginPlay ()
function ProcessTraceHit (Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z)
functionProjectile ProjectileFire (class<projectile> ProjClass, float ProjSpeed, bool bWarn)
functionbool PutDown ()
functionbool PutDown ()
Active
functionbool PutDown ()
DownWeapon
functionbool PutDown ()
Idle
functionfloat RateSelf (out int bUseAltMode)
functionWeapon RecommendWeapon (out float rating, out int bUseAltMode)
function setHand (float Hand)
function SetSwitchPriority (pawn Other)
functioninventory SpawnCopy (pawn Other)
functionfloat SuggestAttackStyle ()
functionfloat SuggestDefenseStyle ()
functionfloat SwitchPriority ()
function TraceFire (float Accuracy)
event TravelPostAccept ()
function TweenDown ()
function TweenSelect ()
functionWeapon WeaponChange (byte F)
functionbool WeaponSet (Pawn Other)
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, [

States Summary
Active Source code
state Active
AltFire, BeginState, Fire, PutDown
AltFiring Source code
state AltFiring
AltFire, Fire
DownWeapon Source code
state DownWeapon
BeginState, PutDown
Idle Source code
state Idle
AnimEnd, PutDown
NormalFire Source code
state NormalFire
AltFire, Fire


Variables Detail

AdjustedAim Source code

var Rotator AdjustedAim;

AimError Source code

var float AimError;

AltProjectileClass Source code

var class<projectile> AltProjectileClass;

AltProjectileSpeed Source code

var float AltProjectileSpeed;

AmmoType Source code

var travel ammo AmmoType;

bChangeWeapon Source code

var bool bChangeWeapon;

bLockedOn Source code

var bool bLockedOn;

bPointing Source code

var bool bPointing;

bWeaponUp Source code

var bool bWeaponUp;

ProjectileClass Source code

var class<projectile> ProjectileClass;

ProjectileSpeed Source code

var float ProjectileSpeed;

Weapon

AltFireSound Source code

var(Weapon) sound AltFireSound;

AmmoName Source code

var(Weapon) class<ammo> AmmoName;

bAltInstantHit Source code

var(Weapon) bool bAltInstantHit;

bInstantHit Source code

var(Weapon) bool bInstantHit;

CockingSound Source code

var(Weapon) sound CockingSound;

FireOffset Source code

var(Weapon) vector FireOffset;

FireSound Source code

var(Weapon) sound FireSound;

MaxTargetRange Source code

var(Weapon) float MaxTargetRange;

MessageNoAmmo Source code

var(Weapon) Localized String[64] MessageNoAmmo;

Misc1Sound Source code

var(Weapon) sound Misc1Sound;

Misc2Sound Source code

var(Weapon) sound Misc2Sound;

Misc3Sound Source code

var(Weapon) sound Misc3Sound;

PickupAmmoCount Source code

var(Weapon) int PickupAmmoCount;

ReloadCount Source code

var(Weapon) byte ReloadCount;

SelectSound Source code

var(Weapon) sound SelectSound;

ShakeMag Source code

var(Weapon) float ShakeMag;

ShakeTime Source code

var(Weapon) float ShakeTime;

ShakeVert Source code

var(Weapon) float ShakeVert;

WeaponAI

AIRating Source code

var(WeaponAI) float AIRating;

AltRefireRate Source code

var(WeaponAI) float AltRefireRate;

bAltWarnTarget Source code

var(WeaponAI) bool bAltWarnTarget;

bSplashDamage Source code

var(WeaponAI) bool bSplashDamage;

bWarnTarget Source code

var(WeaponAI) bool bWarnTarget;

RefireRate Source code

var(WeaponAI) float RefireRate;


Functions Detail

AltFire Source code

function AltFire ( float Value )

AltFire Active Source code

function AltFire ( float F )

AltFire AltFiring Source code

function AltFire ( float F )

AltFire NormalFire Source code

function AltFire ( float F )

AnimEnd Idle Source code

function AnimEnd ( )

BeginState Active Source code

function BeginState ( )

BeginState DownWeapon Source code

function BeginState ( )

BotDesireability Source code

event float BotDesireability ( Pawn Bot )

BringUp Source code

function BringUp ( )

CheckVisibility Source code

function CheckVisibility ( )

DropFrom Source code

function DropFrom ( vector StartLocation )

Finish Source code

function Finish ( )

Fire Source code

function Fire ( float Value )

Fire Active Source code

function Fire ( float F )

Fire AltFiring Source code

function Fire ( float F )

Fire NormalFire Source code

function Fire ( float F )

GiveAmmo Source code

function GiveAmmo ( Pawn Other )

HandlePickupQuery Source code

function bool HandlePickupQuery ( inventory Item )

PlayAltFiring Source code

function PlayAltFiring ( )

PlayFiring Source code

function PlayFiring ( )

PlayIdleAnim Source code

function PlayIdleAnim ( )

PlayPostSelect Source code

function PlayPostSelect ( )

PlaySelect Source code

function PlaySelect ( )

PostBeginPlay Source code

function PostBeginPlay ( )

ProcessTraceHit Source code

function ProcessTraceHit ( Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z )

ProjectileFire Source code

function Projectile ProjectileFire ( class<projectile> ProjClass, float ProjSpeed, bool bWarn )

PutDown Source code

function bool PutDown ( )

PutDown Active Source code

function bool PutDown ( )

PutDown DownWeapon Source code

function bool PutDown ( )

PutDown Idle Source code

function bool PutDown ( )

RateSelf Source code

function float RateSelf ( out int bUseAltMode )

RecommendWeapon Source code

function Weapon RecommendWeapon ( out float rating, out int bUseAltMode )

setHand Source code

function setHand ( float Hand )

SetSwitchPriority Source code

function SetSwitchPriority ( pawn Other )

SpawnCopy Source code

function inventory SpawnCopy ( pawn Other )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( )

SuggestDefenseStyle Source code

function float SuggestDefenseStyle ( )

SwitchPriority Source code

function float SwitchPriority ( )

TraceFire Source code

function TraceFire ( float Accuracy )

TravelPostAccept Source code

event TravelPostAccept ( )

TweenDown Source code

function TweenDown ( )

TweenSelect Source code

function TweenSelect ( )

WeaponChange Source code

function Weapon WeaponChange ( byte F )

WeaponSet Source code

function bool WeaponSet ( Pawn Other )



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Creation time: za 22-4-2006 12:53:43.718 - Created with UnCodeX