Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object | +-- Engine.Actor | +-- Engine.Inventory | +-- Engine.Weapon | +-- UnrealI.Minigun
Variables Summary | |
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bool | bFiredShot |
bool | bOutOfAmmo |
float | Count |
OverHeatLight | s |
float | ShotAccuracy |
Functions Summary | ||
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![]() | AltFire (float Value) | |
![]() | AltFire (float F) FinishFire | |
![]() | AnimEnd () AltFiring | |
![]() | AnimEnd () NormalFire | |
![]() | BeginState () AltFiring | |
![]() | BeginState () FinishFire | |
![]() | EndState () AltFiring | |
![]() | EndState () NormalFire | |
![]() | Fire (float Value) | |
![]() | Fire (float F) FinishFire | |
![]() | GenerateBullet () | |
![]() | PlayAltFiring () | |
![]() | PlayFiring () | |
![]() | ProcessTraceHit (Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z) | |
![]() | Tick (float DeltaTime) AltFiring | |
![]() | Tick (float DeltaTime) NormalFire |
States Summary |
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AltFiring Source code |
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state AltFiring |
AnimEnd, BeginState, EndState, Tick |
FinishFire Source code |
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state FinishFire |
AltFire, BeginState, Fire |
Idle Source code |
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state Idle |
NormalFire Source code |
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state NormalFire |
AnimEnd, EndState, Tick |
Variables Detail |
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Functions Detail |
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Defaultproperties |
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defaultproperties { AmmoName=Class'UnrealShare.ShellBox' PickupAmmoCount=50 bInstantHit=True bAltInstantHit=True FireOffset=(Y=-5.000000,Z=-4.000000) shakemag=135.000000 shakevert=8.000000 AIRating=0.600000 RefireRate=0.900000 AltRefireRate=0.930000 FireSound=Sound'UnrealI.Minigun.RegF1' AltFireSound=Sound'UnrealI.Minigun.AltF1' SelectSound=Sound'UnrealI.Minigun.MiniSelect' Misc1Sound=Sound'UnrealI.Minigun.WindD2' DeathMessage="%k's %w turned %o into a leaky piece of meat." AutoSwitchPriority=10 InventoryGroup=10 PickupMessage="You got the Minigun" ItemName="Minigun" PlayerViewOffset=(X=5.600000,Y=-1.500000,Z=-1.800000) PlayerViewMesh=LodMesh'UnrealI.minigunM' PickupViewMesh=LodMesh'UnrealI.minipick' ThirdPersonMesh=LodMesh'UnrealI.SMini3' PickupSound=Sound'UnrealShare.Pickups.WeaponPickup' Mesh=LodMesh'UnrealI.minipick' bNoSmooth=False SoundRadius=64 SoundVolume=255 CollisionRadius=28.000000 CollisionHeight=8.000000 LightEffect=LE_NonIncidence LightBrightness=250 LightHue=28 LightSaturation=32 LightRadius=6 } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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