- Extends
- Weapon
Core.Object
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+-- Engine.Actor
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+-- Engine.Inventory
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+-- Engine.Weapon
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+-- UnrealShare.ASMD
Inherited Variables from Engine.Weapon |
AdjustedAim, AimError, AIRating, AltDamageType, AltFireSound, AltProjectileClass, AltProjectileSpeed, AltRefireRate, AmmoName, AmmoType, bAltInstantHit, bAltWarnTarget, bCanThrow, bChangeWeapon, bDrawMuzzleFlash, bHideWeapon, bInstantHit, bLockedOn, bMeleeWeapon, bMuzzleFlash, bOwnsCrosshair, bPointing, bRapidFire, bRecommendSplashDamage, bSetFlashTime, bSplashDamage, bTossedOut, bWarnTarget, bWeaponStay, bWeaponUp, CockingSound, DeathMessage, FireOffset, FireSound, FiringSpeed, FlareOffset, FlashC, FlashLength, FlashO, FlashS, FlashTime, FlashY, MaxTargetRange, MessageNoAmmo, MFTexture, Misc1Sound, Misc2Sound, Misc3Sound, MuzzleFlare, MuzzleScale, MyDamageType, 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, 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 |
Functions Summary |
 | | AltFire (float Value)
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 | | AltFire (float F) ComboMove |
 | | BecomePickup ()
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 | | BeginState () Idle |
 | | EndState () Idle |
 | | Finish ()
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 | | Fire (float F) ComboMove |
 | | PlayAltFiring ()
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 | | PlayFiring ()
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 | | PlayIdleAnim ()
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 | | ProcessTraceHit (Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z)
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 | Projectile | ProjectileFire (class<projectile> ProjClass, float ProjSpeed, bool bWarn)
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 | float | RateSelf (out int bUseAltMode)
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 | inventory | SpawnCopy (pawn Other)
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 | | SpawnEffect (Vector DVector, int NumPoints, rotator SmokeRotation, vector SmokeLocation)
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 | | Tick (float DeltaTime) ComboMove |
 | | Timer ()
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 | | TraceFire (float Accuracy)
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Inherited Functions from Engine.Weapon |
AltFire, AnimEnd, BecomePickup, BeginState, BotDesireability, BringUp, CheckVisibility, Destroyed, DropFrom, Finish, Fire, GiveAmmo, HandlePickupQuery, PlayAltFiring, PlayFiring, PlayIdleAnim, PlayPostSelect, PlaySelect, PostBeginPlay, PostRender, PreRender, ProcessTraceHit, ProjectileFire, PutDown, RaiseUp, RateSelf, RecommendWeapon, RenderOverlays, setHand, SetSwitchPriority, SetWeaponStay, 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, 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 |
var bool bBotSpecialMove;
ASMD
function AltFire ( float Value )
function AltFire ( float F )
function BecomePickup ( )
function BeginState ( )
function EndState ( )
function Finish ( )
function Fire ( float F )
function PlayAltFiring ( )
function PlayFiring ( )
function PlayIdleAnim ( )
function float RateSelf ( out int bUseAltMode )
function SpawnEffect (
Vector DVector,
int NumPoints,
rotator SmokeRotation,
vector SmokeLocation )
function Tick ( float DeltaTime )
function Timer ( )
function TraceFire ( float Accuracy )
defaultproperties
{
hitdamage=35
AmmoName=Class'UnrealShare.ASMDAmmo'
PickupAmmoCount=20
bInstantHit=True
bAltWarnTarget=True
bSplashDamage=True
FireOffset=(X=12.000000,Y=-6.000000,Z=-7.000000)
AltProjectileClass=Class'UnrealShare.TazerProj'
AIRating=0.600000
AltRefireRate=0.700000
FireSound=Sound'UnrealShare.ASMD.TazerFire'
AltFireSound=Sound'UnrealShare.ASMD.TazerAltFire'
SelectSound=Sound'UnrealShare.ASMD.TazerSelect'
Misc1Sound=Sound'UnrealShare.ASMD.Vapour'
DeathMessage="%k inflicted mortal damage upon %o with the %w."
AutoSwitchPriority=4
InventoryGroup=4
PickupMessage="You got the ASMD"
ItemName="ASMD"
PlayerViewOffset=(X=3.500000,Y=-1.800000,Z=-2.000000)
PlayerViewMesh=LodMesh'UnrealShare.ASMDM'
PickupViewMesh=LodMesh'UnrealShare.ASMDPick'
ThirdPersonMesh=LodMesh'UnrealShare.ASMD3'
PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
Mesh=LodMesh'UnrealShare.ASMDPick'
bNoSmooth=False
CollisionRadius=28.000000
CollisionHeight=8.000000
Mass=50.000000
}
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Creation time: za 22-4-2006 12:49:28.234 - Created with
UnCodeX