- Extends
- Inventory
- Modifiers
- abstract native
Core.Object
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+-- Engine.Actor
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+-- Engine.Inventory
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+-- 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, bMuzzleFlashParticles, BobDamping, bRotatingPickup, bSleepTouch, bSteadyFlash3rd, Charge, DeActivateSound, FlashCount, Icon, InventoryGroup, ItemArticle, ItemName, MaxDesireability, MuzzleFlashMesh, MuzzleFlashScale, MuzzleFlashStyle, MuzzleFlashTexture, MyMarker, M_Activated, M_Deactivated, M_Selected, NextArmor, OldFlashCount, 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, AttachTag, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAnimByOwner, bAnimFinished, bAnimLoop, bAnimNotify, Base, bAssimilated, bBlockActors, bBlockPlayers, bBounce, bCanTeleport, bCarriedItem, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDeleteMe, bDemoRecording, bDifficulty0, bDifficulty1, bDifficulty2, bDifficulty3, bDirectional, bDynamicLight, bEdLocked, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForcePhysicsUpdate, bForceStasis, bGameRelevant, bHidden, bHiddenEd, bHighDetail, bHighlighted, bHurtEntry, bInterpolating, bIsItemGoal, bIsKillGoal, bIsMover, bIsPawn, bIsSecretGoal, bJustTeleported, bLensFlare, bLightChanged, bMemorized, bMeshCurvy, bMeshEnviroMap, bMovable, bNet, bNetFeel, bNetHear, bNetInitial, bNetOptional, bNetOwner, bNetRelevant, bNetSee, bNetSpecial, bNetTemporary, bNoDelete, bNoSmooth, bOnlyOwnerSee, bOwnerNoSee, bParticles, bProjTarget, bRandomFrame, bReplicateInstigator, bRotateToDesired, Brush, bSelected, bShadowCast, bSimulatedPawn, bSinglePlayer, bSpecialLit, bStasis, bStatic, bTempEditor, bTicked, bTimerLoop, bTrailerSameRotation, 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, MultiSkins[8], NetPriority, NetTag, OddsOfAppearing, OldAnimRate, OldLocation, OtherTag, Owner, PhysAlpha, Physics, PhysRate, PrePivot, Region, RemoteRole, RenderInterface, RenderIteratorClass, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skin, SoundPitch, SoundRadius, SoundVolume, SpecialTag, Sprite, StandingCount, Style, Tag, Target, Texture, TimerCounter, TimerRate, Touching[4], TransientSoundRadius, TransientSoundVolume, TweenRate, Velocity, VisibilityHeight, VisibilityRadius, 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, ChangedWeapon, CheckTouching, Destroyed, DrawStatusIconAt, DropFrom, EndState, Fire, GetHumanName, GiveTo, HandlePickupQuery, InventoryCapsFloat, InventoryCapsString, Landed, OwnerJumped, PostBeginPlay, PrioritizeArmor, RecommendWeapon, ReduceDamage, RenderOverlays, SelectNext, SetOwnerDisplay, SetRespawn, SpawnCopy, Timer, Touch, TravelPreAccept, Use, ValidTouch, WeaponChange, ZoneChange |
Inherited Functions from Engine.Actor |
AllActors, AnimEnd, Attach, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BroadcastMessage, Bump, ChildActors, ConsoleCommand, DemoPlaySound, Destroy, Destroyed, Detach, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Expired, Falling, FellOutOfWorld, FinishAnim, FinishInterpolation, GainedChild, GetAnimGroup, GetHumanName, GetItemName, GetMapName, GetNextInt, GetNextIntDesc, GetNextSkin, GetURLMap, HasAnim, HitWall, HurtRadius, InterpolateEnd, IsAnimating, KillCredit, KilledBy, Landed, LoopAnim, LostChild, MakeNoise, Move, MoveSmooth, PlayAnim, PlayerCanSeeMe, PlaySound, PostBeginPlay, PostTeleport, PreBeginPlay, PreTeleport, RadiusActors, RenderOverlays, RenderTexture, SetBase, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, 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, ZoneChange |
var float AimError;
var float AltProjectileSpeed;
var travel
ammo AmmoType;
var bool bChangeWeapon;
var bool bHideWeapon;
var bool bLockedOn;
var byte bMuzzleFlash;
var bool bPointing;
var bool bSetFlashTime;
var bool bTossedOut;
var bool bWeaponUp;
var float FlashTime;
var float ProjectileSpeed;
MuzzleFlash
var(MuzzleFlash) bool bDrawMuzzleFlash;
var(MuzzleFlash) float FlareOffset;
var(MuzzleFlash) float FlashC;
var(MuzzleFlash) float FlashLength;
var(MuzzleFlash) float FlashO;
var(MuzzleFlash) int FlashS;
var(MuzzleFlash) float FlashY;
var(MuzzleFlash)
texture MFTexture;
var(MuzzleFlash)
texture MuzzleFlare;
var(MuzzleFlash) float MuzzleScale;
Weapon
var(
Weapon)
name AltDamageType;
var(
Weapon)
sound AltFireSound;
var(
Weapon)
bool bAltInstantHit;
var(
Weapon)
bool bOwnsCrosshair;
var(
Weapon)
sound CockingSound;
var(
Weapon)
Localized string DeathMessage;
var(
Weapon)
float FiringSpeed;
var(
Weapon)
float MaxTargetRange;
var(
Weapon)
Localized string MessageNoAmmo;
var(
Weapon)
name MyDamageType;
var(
Weapon)
int PickupAmmoCount;
var(
Weapon)
sound SelectSound;
WeaponAI
var(WeaponAI) float AIRating;
var(WeaponAI) float AltRefireRate;
var(WeaponAI) bool bAltWarnTarget;
var(WeaponAI) bool bMeleeWeapon;
bRecommendSplashDamage Source code
var(WeaponAI) bool bRecommendSplashDamage;
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 BecomePickup ( )
function BeginState ( )
function BeginState ( )
event float BotDesireability (
Pawn Bot )
function BringUp ( )
function CheckVisibility ( )
function Destroyed ( )
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 RaiseUp (
Weapon OldWeapon )
function float RateSelf ( out int bUseAltMode )
function Weapon RecommendWeapon (
out float rating,
out int bUseAltMode )
function setHand ( float Hand )
function SetSwitchPriority (
pawn Other )
function SetWeaponStay ( )
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 )
defaultproperties
{
MaxTargetRange=4096.000000
bCanThrow=True
ProjectileSpeed=1000.000000
AltProjectileSpeed=1000.000000
aimerror=550.000000
shakemag=300.000000
shaketime=0.100000
shakevert=5.000000
AIRating=0.100000
RefireRate=0.500000
AltRefireRate=0.500000
MessageNoAmmo=" has no ammo."
DeathMessage="%o was killed by %k's %w."
MuzzleScale=4.000000
FlashLength=0.100000
AutoSwitchPriority=1
InventoryGroup=1
PickupMessage="You got a weapon"
ItemName="Weapon"
RespawnTime=30.000000
PlayerViewOffset=(X=30.000000,Z=-5.000000)
MaxDesireability=0.500000
Icon=Texture'Engine.S_Weapon'
Texture=Texture'Engine.S_Weapon'
bNoSmooth=True
}
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Creation time: za 22-4-2006 12:49:35.015 - Created with
UnCodeX