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UnrealShare.AutoMag

Extends
Weapon

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- UnrealShare.AutoMag

Variables Summary
floatAltAccuracy
intClipCount
AutoMag
inthitdamage
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
function AltFire (float Value)
function AnimEnd ()
Idle
function Finish ()
function PlayAltFiring ()
function PlayFiring ()
function PlayPostSelect ()
function ProcessTraceHit (Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z)
functionbool PutDown ()
Idle
function setHand (float Hand)
function Timer ()
Idle
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

States Summary
AltFiring Source code
state AltFiring
Idle Source code
state Idle
AnimEnd, PutDown, Timer
NewClip Source code
state NewClip
NormalFire Source code
state NormalFire


Variables Detail

AltAccuracy Source code

var float AltAccuracy;

ClipCount Source code

var int ClipCount;

AutoMag

hitdamage Source code

var(AutoMag) int hitdamage;


Functions Detail

AltFire Source code

function AltFire ( float Value )

AnimEnd Idle Source code

function AnimEnd ( )

Finish Source code

function Finish ( )

PlayAltFiring Source code

function PlayAltFiring ( )

PlayFiring Source code

function PlayFiring ( )

PlayPostSelect Source code

function PlayPostSelect ( )

ProcessTraceHit Source code

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

PutDown Idle Source code

function bool PutDown ( )

setHand Source code

function setHand ( float Hand )

Timer Idle Source code

function Timer ( )


Defaultproperties

defaultproperties
{
     hitdamage=17
     AmmoName=Class'UnrealShare.ShellBox'
     PickupAmmoCount=20
     bInstantHit=True
     bAltInstantHit=True
     FireOffset=(Y=-10.000000,Z=-4.000000)
     shakemag=200.000000
     shakevert=4.000000
     AIRating=0.200000
     RefireRate=0.700000
     AltRefireRate=0.900000
     FireSound=Sound'UnrealShare.AutoMag.shot'
     AltFireSound=Sound'UnrealShare.AutoMag.shot'
     CockingSound=Sound'UnrealShare.AutoMag.Cocking'
     SelectSound=Sound'UnrealShare.AutoMag.Cocking'
     Misc1Sound=Sound'UnrealShare.flak.Click'
     Misc2Sound=Sound'UnrealShare.AutoMag.Reload'
     DeathMessage="%o got gatted by %k's %w."
     AutoSwitchPriority=2
     InventoryGroup=2
     PickupMessage="You got the AutoMag"
     ItemName="Automag"
     PlayerViewOffset=(X=4.800000,Y=-1.700000,Z=-2.700000)
     PlayerViewMesh=LodMesh'UnrealShare.AutoMagL'
     PickupViewMesh=LodMesh'UnrealShare.AutoMagPickup'
     ThirdPersonMesh=LodMesh'UnrealShare.auto3rd'
     PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
     Mesh=LodMesh'UnrealShare.AutoMagPickup'
     bNoSmooth=False
     CollisionRadius=25.000000
     CollisionHeight=10.000000
     Mass=15.000000
}

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Creation time: za 22-4-2006 12:49:28.281 - Created with UnCodeX