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Engine.Weapon

Extends
Inventory
Modifiers
abstract native

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

Direct Known Subclasses:

ASMD, AutoMag, DispersionPistol, Eightball, FlakCannon, GESBioRifle, Minigun, QuadShot, RazorJack, Rifle, Stinger

Variables Summary
RotatorAdjustedAim
floatAimError
floatAltProjectileSpeed
ammoAmmoType
boolbChangeWeapon
boolbHideWeapon
boolbLockedOn
bytebMuzzleFlash
boolbPointing
boolbSetFlashTime
boolbTossedOut
boolbWeaponUp
floatFlashTime
floatProjectileSpeed
MuzzleFlash
boolbDrawMuzzleFlash
floatFlareOffset
floatFlashC
floatFlashLength
floatFlashO
intFlashS
floatFlashY
textureMFTexture
textureMuzzleFlare
floatMuzzleScale
Weapon
nameAltDamageType
soundAltFireSound
class<projectile>AltProjectileClass
class<ammo>AmmoName
boolbAltInstantHit
boolbCanThrow
boolbInstantHit
boolbOwnsCrosshair
boolbRapidFire
boolbWeaponStay
soundCockingSound
stringDeathMessage
vectorFireOffset
soundFireSound
floatFiringSpeed
floatMaxTargetRange
stringMessageNoAmmo
soundMisc1Sound
soundMisc2Sound
soundMisc3Sound
nameMyDamageType
intPickupAmmoCount
class<projectile>ProjectileClass
byteReloadCount
soundSelectSound
floatShakeMag
floatShakeTime
floatShakeVert
WeaponAI
floatAIRating
floatAltRefireRate
boolbAltWarnTarget
boolbMeleeWeapon
boolbRecommendSplashDamage
boolbSplashDamage
boolbWarnTarget
floatRefireRate
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, NetUpdateFrequency, 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

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType

Structures Summary
Inherited Structures from Engine.Actor
PointRegion

Functions Summary
function AltFire (float Value)
function AltFire (float F)
Active
function AltFire (float F)
AltFiring
function AltFire (float F)
NormalFire
function AnimEnd ()
Idle
function BecomePickup ()
function BeginState ()
Active
function BeginState ()
DownWeapon
eventfloat BotDesireability (Pawn Bot)
function BringUp ()
function CheckVisibility ()
function Destroyed ()
function DropFrom (vector StartLocation)
function Finish ()
function Fire (float Value)
function Fire (float F)
Active
function Fire (float F)
AltFiring
function Fire (float F)
NormalFire
function GiveAmmo (Pawn Other)
functionbool HandlePickupQuery (inventory Item)
function PlayAltFiring ()
function PlayFiring ()
function PlayIdleAnim ()
function PlayPostSelect ()
function PlaySelect ()
function PostBeginPlay ()
function PostRender (canvas Canvas)
function PreRender (canvas Canvas)
function ProcessTraceHit (Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z)
functionProjectile ProjectileFire (class<projectile> ProjClass, float ProjSpeed, bool bWarn)
functionbool PutDown ()
functionbool PutDown ()
Active
functionbool PutDown ()
DownWeapon
functionbool PutDown ()
Idle
function RaiseUp (Weapon OldWeapon)
functionfloat RateSelf (out int bUseAltMode)
functionWeapon RecommendWeapon (out float rating, out int bUseAltMode)
event RenderOverlays (canvas Canvas)
function setHand (float Hand)
function SetSwitchPriority (pawn Other)
function SetWeaponStay ()
functioninventory SpawnCopy (pawn Other)
functionfloat SuggestAttackStyle ()
functionfloat SuggestDefenseStyle ()
functionfloat SwitchPriority ()
function TraceFire (float Accuracy)
event TravelPostAccept ()
function TweenDown ()
function TweenSelect ()
functionWeapon WeaponChange (byte F)
functionbool WeaponSet (Pawn Other)
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, WriteDeathMessage, ZoneChange

States Summary
Active Source code
state Active
AltFire, BeginState, Fire, PutDown
AltFiring Source code
state AltFiring
AltFire, Fire
DownWeapon Source code
state DownWeapon
BeginState, PutDown
Idle Source code
state Idle
AnimEnd, PutDown
NormalFire Source code
state NormalFire
AltFire, Fire


Variables Detail

AdjustedAim Source code

var Rotator AdjustedAim;

AimError Source code

var float AimError;

AltProjectileSpeed Source code

var float AltProjectileSpeed;

AmmoType Source code

var travel ammo AmmoType;

bChangeWeapon Source code

var bool bChangeWeapon;

bHideWeapon Source code

var bool bHideWeapon;

bLockedOn Source code

var bool bLockedOn;

bMuzzleFlash Source code

var byte bMuzzleFlash;

bPointing Source code

var bool bPointing;

bSetFlashTime Source code

var bool bSetFlashTime;

bTossedOut Source code

var bool bTossedOut;

bWeaponUp Source code

var bool bWeaponUp;

FlashTime Source code

var float FlashTime;

ProjectileSpeed Source code

var float ProjectileSpeed;

MuzzleFlash

bDrawMuzzleFlash Source code

var(MuzzleFlash) bool bDrawMuzzleFlash;

FlareOffset Source code

var(MuzzleFlash) float FlareOffset;

FlashC Source code

var(MuzzleFlash) float FlashC;

FlashLength Source code

var(MuzzleFlash) float FlashLength;

FlashO Source code

var(MuzzleFlash) float FlashO;

FlashS Source code

var(MuzzleFlash) int FlashS;

FlashY Source code

var(MuzzleFlash) float FlashY;

MFTexture Source code

var(MuzzleFlash) texture MFTexture;

MuzzleFlare Source code

var(MuzzleFlash) texture MuzzleFlare;

MuzzleScale Source code

var(MuzzleFlash) float MuzzleScale;

Weapon

AltDamageType Source code

var(Weapon) name AltDamageType;

AltFireSound Source code

var(Weapon) sound AltFireSound;

AltProjectileClass Source code

var(Weapon) class<projectile> AltProjectileClass;

AmmoName Source code

var(Weapon) class<ammo> AmmoName;

bAltInstantHit Source code

var(Weapon) bool bAltInstantHit;

bCanThrow Source code

var(Weapon) bool bCanThrow;

bInstantHit Source code

var(Weapon) bool bInstantHit;

bOwnsCrosshair Source code

var(Weapon) bool bOwnsCrosshair;

bRapidFire Source code

var(Weapon) bool bRapidFire;

bWeaponStay Source code

var(Weapon) bool bWeaponStay;

CockingSound Source code

var(Weapon) sound CockingSound;

DeathMessage Source code

var(Weapon) Localized string DeathMessage;

FireOffset Source code

var(Weapon) vector FireOffset;

FireSound Source code

var(Weapon) sound FireSound;

FiringSpeed Source code

var(Weapon) float FiringSpeed;

MaxTargetRange Source code

var(Weapon) float MaxTargetRange;

MessageNoAmmo Source code

var(Weapon) Localized string MessageNoAmmo;

Misc1Sound Source code

var(Weapon) sound Misc1Sound;

Misc2Sound Source code

var(Weapon) sound Misc2Sound;

Misc3Sound Source code

var(Weapon) sound Misc3Sound;

MyDamageType Source code

var(Weapon) name MyDamageType;

PickupAmmoCount Source code

var(Weapon) int PickupAmmoCount;

ProjectileClass Source code

var(Weapon) class<projectile> ProjectileClass;

ReloadCount Source code

var(Weapon) byte ReloadCount;

SelectSound Source code

var(Weapon) sound SelectSound;

ShakeMag Source code

var(Weapon) float ShakeMag;

ShakeTime Source code

var(Weapon) float ShakeTime;

ShakeVert Source code

var(Weapon) float ShakeVert;

WeaponAI

AIRating Source code

var(WeaponAI) float AIRating;

AltRefireRate Source code

var(WeaponAI) float AltRefireRate;

bAltWarnTarget Source code

var(WeaponAI) bool bAltWarnTarget;

bMeleeWeapon Source code

var(WeaponAI) bool bMeleeWeapon;

bRecommendSplashDamage Source code

var(WeaponAI) bool bRecommendSplashDamage;

bSplashDamage Source code

var(WeaponAI) bool bSplashDamage;

bWarnTarget Source code

var(WeaponAI) bool bWarnTarget;

RefireRate Source code

var(WeaponAI) float RefireRate;


Functions Detail

AltFire Source code

function AltFire ( float Value )

AltFire Active Source code

function AltFire ( float F )

AltFire AltFiring Source code

function AltFire ( float F )

AltFire NormalFire Source code

function AltFire ( float F )

AnimEnd Idle Source code

function AnimEnd ( )

BecomePickup Source code

function BecomePickup ( )

BeginState Active Source code

function BeginState ( )

BeginState DownWeapon Source code

function BeginState ( )

BotDesireability Source code

event float BotDesireability ( Pawn Bot )

BringUp Source code

function BringUp ( )

CheckVisibility Source code

function CheckVisibility ( )

Destroyed Source code

function Destroyed ( )

DropFrom Source code

function DropFrom ( vector StartLocation )

Finish Source code

function Finish ( )

Fire Source code

function Fire ( float Value )

Fire Active Source code

function Fire ( float F )

Fire AltFiring Source code

function Fire ( float F )

Fire NormalFire Source code

function Fire ( float F )

GiveAmmo Source code

function GiveAmmo ( Pawn Other )

HandlePickupQuery Source code

function bool HandlePickupQuery ( inventory Item )

PlayAltFiring Source code

function PlayAltFiring ( )

PlayFiring Source code

function PlayFiring ( )

PlayIdleAnim Source code

function PlayIdleAnim ( )

PlayPostSelect Source code

function PlayPostSelect ( )

PlaySelect Source code

function PlaySelect ( )

PostBeginPlay Source code

function PostBeginPlay ( )

PostRender Source code

simulated function PostRender ( canvas Canvas )

PreRender Source code

simulated function PreRender ( canvas Canvas )

ProcessTraceHit Source code

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

ProjectileFire Source code

function Projectile ProjectileFire ( class<projectile> ProjClass, float ProjSpeed, bool bWarn )

PutDown Source code

function bool PutDown ( )

PutDown Active Source code

function bool PutDown ( )

PutDown DownWeapon Source code

function bool PutDown ( )

PutDown Idle Source code

function bool PutDown ( )

RaiseUp Source code

function RaiseUp ( Weapon OldWeapon )

RateSelf Source code

function float RateSelf ( out int bUseAltMode )

RecommendWeapon Source code

function Weapon RecommendWeapon ( out float rating, out int bUseAltMode )

RenderOverlays Source code

simulated event RenderOverlays ( canvas Canvas )

setHand Source code

function setHand ( float Hand )

SetSwitchPriority Source code

function SetSwitchPriority ( pawn Other )

SetWeaponStay Source code

function SetWeaponStay ( )

SpawnCopy Source code

function inventory SpawnCopy ( pawn Other )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( )

SuggestDefenseStyle Source code

function float SuggestDefenseStyle ( )

SwitchPriority Source code

function float SwitchPriority ( )

TraceFire Source code

function TraceFire ( float Accuracy )

TravelPostAccept Source code

event TravelPostAccept ( )

TweenDown Source code

function TweenDown ( )

TweenSelect Source code

function TweenSelect ( )

WeaponChange Source code

function Weapon WeaponChange ( byte F )

WeaponSet Source code

function bool WeaponSet ( Pawn Other )


Defaultproperties

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 13:07:23.656 - Created with UnCodeX