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UnrealI.ASMD

Extends
Weapon

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- UnrealI.ASMD

Variables Summary
PickupAmp
ASMD
intHitDamage
Inherited Variables from Engine.Weapon
AdjustedAim, AimError, AIRating, AltFireSound, AltProjectileClass, AltProjectileSpeed, AltRefireRate, AmmoName, AmmoType, bAltInstantHit, bAltWarnTarget, bChangeWeapon, bInstantHit, bLockedOn, bPointing, bSplashDamage, bWarnTarget, bWeaponUp, CockingSound, FireOffset, FireSound, MaxTargetRange, MessageNoAmmo, Misc1Sound, Misc2Sound, Misc3Sound, PickupAmmoCount, ProjectileClass, ProjectileSpeed, RefireRate, ReloadCount, SelectSound, ShakeMag, ShakeTime, ShakeVert
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

Functions Summary
function BecomePickup ()
function BeginState ()
Idle
function EndState ()
Idle
function Finish ()
function PlayAltFiring ()
function PlayFiring ()
function PlayIdleAnim ()
function PreBeginPlay ()
function ProcessTraceHit (Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z)
functionProjectile ProjectileFire (class<projectile> ProjClass, float ProjSpeed, bool bWarn)
functionfloat RateSelf (out int bUseAltMode)
function SpawnEffect (Vector DVector, int NumPoints, rotator SmokeRotation, vector SmokeLocation)
function Timer ()
Inherited Functions from Engine.Weapon
AltFire, AnimEnd, BeginState, BotDesireability, BringUp, CheckVisibility, DropFrom, Finish, Fire, GiveAmmo, HandlePickupQuery, PlayAltFiring, PlayFiring, PlayIdleAnim, PlayPostSelect, PlaySelect, PostBeginPlay, ProcessTraceHit, ProjectileFire, PutDown, RateSelf, RecommendWeapon, setHand, SetSwitchPriority, SpawnCopy, SuggestAttackStyle, SuggestDefenseStyle, SwitchPriority, TraceFire, TravelPostAccept, TweenDown, TweenSelect, WeaponChange, WeaponSet
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, [

States Summary
Idle Source code
state Idle
BeginState, EndState


Variables Detail

Amp Source code

var Pickup Amp;

ASMD

HitDamage Source code

var(ASMD) int HitDamage;


Functions Detail

BecomePickup Source code

function BecomePickup ( )

BeginState Idle Source code

function BeginState ( )

EndState Idle Source code

function EndState ( )

Finish Source code

function Finish ( )

PlayAltFiring Source code

function PlayAltFiring ( )

PlayFiring Source code

function PlayFiring ( )

PlayIdleAnim Source code

function PlayIdleAnim ( )

PreBeginPlay Source code

function PreBeginPlay ( )

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 )

RateSelf Source code

function float RateSelf ( out int bUseAltMode )

SpawnEffect Source code

simulated function SpawnEffect ( Vector DVector, int NumPoints, rotator SmokeRotation, vector SmokeLocation )

Timer Source code

function Timer ( )



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Creation time: za 22-4-2006 12:53:38.531 - Created with UnCodeX