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UnrealI.Minigun

Extends
Weapon

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

Variables Summary
boolbFiredShot
boolbOutOfAmmo
floatCount
OverHeatLights
floatShotAccuracy
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 AltFire (float F)
FinishFire
function AnimEnd ()
AltFiring
function AnimEnd ()
NormalFire
function BeginState ()
AltFiring
function BeginState ()
FinishFire
function EndState ()
AltFiring
function EndState ()
NormalFire
function Fire (float Value)
function Fire (float F)
FinishFire
function GenerateBullet ()
function PlayAltFiring ()
function PlayFiring ()
function ProcessTraceHit (Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z)
function Tick (float DeltaTime)
AltFiring
function Tick (float DeltaTime)
NormalFire
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
AnimEnd, BeginState, EndState, Tick
FinishFire Source code
state FinishFire
AltFire, BeginState, Fire
Idle Source code
state Idle
NormalFire Source code
state NormalFire
AnimEnd, EndState, Tick


Variables Detail

bFiredShot Source code

var bool bFiredShot;

bOutOfAmmo Source code

var bool bOutOfAmmo;

Count Source code

var float Count;

s Source code

var OverHeatLight s;

ShotAccuracy Source code

var float ShotAccuracy;


Functions Detail

AltFire Source code

function AltFire ( float Value )

AltFire FinishFire Source code

function AltFire ( float F )

AnimEnd AltFiring Source code

function AnimEnd ( )

AnimEnd NormalFire Source code

function AnimEnd ( )

BeginState AltFiring Source code

function BeginState ( )

BeginState FinishFire Source code

function BeginState ( )

EndState AltFiring Source code

function EndState ( )

EndState NormalFire Source code

function EndState ( )

Fire Source code

function Fire ( float Value )

Fire FinishFire Source code

function Fire ( float F )

GenerateBullet Source code

function GenerateBullet ( )

PlayAltFiring Source code

function PlayAltFiring ( )

PlayFiring Source code

function PlayFiring ( )

ProcessTraceHit Source code

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

Tick AltFiring Source code

function Tick ( float DeltaTime )

Tick NormalFire Source code

function Tick ( float DeltaTime )


Defaultproperties

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
}

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Creation time: za 22-4-2006 13:01:26.000 - Created with UnCodeX