- Extends
- Inventory
- Modifiers
- abstract native NativeReplication
Core.Object
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+-- Engine.Actor
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+-- Engine.Inventory
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+-- Engine.Weapon
Direct Known Subclasses:
ASMD, AutoMag, CARifle, DispersionPistol, Eightball, FlakCannon, GESBioRifle, GrenadeLauncher, Minigun, PeaceMaker, QuadShot, RazorJack, Rifle, RocketLauncher, Stinger, UTranslocator
Inherited Contants from Engine.Actor |
NF_NotCsg, NF_NotVisBlocking, NF_ShootThrough, PF_AlphaBlend, PF_AutoUPan, PF_AutoVPan, PF_BigWavy, PF_Environment, PF_FakeBackdrop, PF_Invisible, PF_Masked, PF_Mirrored, PF_Modulated, PF_NoSmooth, PF_Semisolid, PF_SmallWavy, PF_SpecialLit, PF_Translucent, PF_Unlit |
Inherited Variables from Engine.Inventory |
AbsorptionPriority, ActivateSound, ArmorAbsorption, AutoSwitchPriority, bActivatable, bActive, bAmbientGlow, bDisplayableInv, bFirstFrame, bHeldItem, bInstantRespawn, bIsAnArmor, bMuzzleFlashParticles, BobDamping, bRepMuzzleFlash, bRepPlayerView, bRotatingPickup, bSleepTouch, bSteadyFlash3rd, bSteadyToggle, bToggleSteadyFlash, 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, ActorGUnlitColor, ActorRenderColor, AmbientGlow, AmbientSound, AnimationNotify, AnimFrame, AnimLast, AnimMinRate, AnimRate, AnimSequence, AttachTag, bActorShadows, bAlwaysRelevant, bAlwaysRender, bAlwaysTick, bAnimByOwner, bAnimFinished, bAnimLoop, bAnimNotify, Base, bAssimilated, bBlockActors, bBlockPlayers, bBounce, bCanTeleport, bCarriedItem, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDarkLight, bDeleteMe, bDemoRecording, bDifficulty0, bDifficulty1, bDifficulty2, bDifficulty3, bDirectional, bDynamicLight, bEditorSelectRender, bEdLocked, bEdShouldSnap, bEdSnap, bFilterByVolume, bFixedRotationDir, bForcePhysicsUpdate, bForceStasis, bGameRelevant, bHandleOwnCorona, bHidden, bHiddenEd, bHighDetail, bHighlighted, bHurtEntry, bInterpolating, bIsInOctree, bIsItemGoal, bIsKillGoal, bIsMover, bIsPawn, bIsSecretGoal, bJustTeleported, bLensFlare, bLightChanged, bMemorized, bMeshCurvy, bMeshEnviroMap, bMovable, bNet, bNetFeel, bNetHear, bNetInitial, bNetNotify, bNetOptional, bNetOwner, bNetRelevant, bNetSee, bNetSpecial, bNetTemporary, bNoDelete, bNoDynamicShadowCast, bNoSmooth, bOnlyOwnerSee, bOwnerNoSee, bParticles, bPathCollision, bProjectorDecal, bProjTarget, bRandomFrame, bRenderMultiEnviroMaps, bRepAmbientSound, bRepAnimations, bReplicateInstigator, bRepMesh, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bSimulatedPawn, bSimulatedPawnRep, bSinglePlayer, bSkipActorReplication, bSpecialLit, bStasis, bStatic, bTempEditor, bTicked, bTimerLoop, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, bUseLitSprite, bUseMeshCollision, bWorldGeometry, CollisionHeight, CollisionOverride, CollisionRadius, CollisionTag, ColLocation, CoronaAlpha, DefaultAnimationNotify, Deleted, DesiredRotation, DodgeDir, DrawScale, DrawScale3D, DrawType, Event, ExtraTag, Fatness, Group, HitActor, InitialState, Instigator, Inventory, LastRenderedTime, LatentActor, LatentByte, LatentFloat, LatentInt, Level, LifeSpan, LightBrightness, LightCone, LightDataPtr, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightRadius, LightSaturation, LightType, Location, LODBias, Mass, Mesh, MeshDataPtr, MeshInstance, MiscNumber, MultiSkins[8], MultiTimers, NetInitialProperties, NetPriority, NetTag, NetUpdateFrequency, OddsOfAppearing, OldAnimRate, OldLocation, OtherTag, Owner, PhysAlpha, Physics, PhysRate, PrePivot, ProjectorList, RealTouching, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderInterface, RenderIteratorClass, Role, Rotation, RotationRate, ScaleGlow, ShadowMesh, SimAnim, SkelAnim, Skin, SoundPitch, SoundRadius, SoundVolume, SpecialTag, Sprite, SpriteProjForward, StandingCount, Style, Tag, Target, Texture, TimerCounter, TimerRate, Touching[4], TransientSoundRadius, TransientSoundVolume, TweenRate, Velocity, VisibilityHeight, VisibilityRadius, VolumeBrightness, VolumeFog, VolumeRadius, XLevel |
Inherited Enumerations from Engine.Actor |
EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType |
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, NotifyPathDefine, OwnerJumped, PostBeginPlay, PrioritizeArmor, RecommendWeapon, ReduceDamage, RenderOverlays, Reset, SelectNext, SetOwnerDisplay, SetRespawn, SpawnCopy, Timer, Touch, TravelPreAccept, Use, ValidTouch, WeaponChange, ZoneChange |
Inherited Functions from Engine.Actor |
AddToPackagesMap, AllActors, AllFrameVerts, AllLibaries, AnimEnd, AnimEndOnBone, Attach, AttachActorToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BroadcastMessage, Bump, CanReachPoint, ChildActors, ConsoleCommand, DeatachFromBone, DemoPlaySound, Destroy, Destroyed, Detach, DrawDebugBox, DrawDebugLine, DrawDebugSphere, DrawEditorSelection, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Expired, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishInterpolation, GainedChild, GetAnimGroup, GetBestTraceLineVertex, GetBoneCoords, GetBoneIndex, GetBoneName, GetBoneRotation, GetClosestVertex, GetExtent, GetHumanName, GetItemName, GetMapName, GetNextInt, GetNextIntDesc, GetNextSkin, GetSoundDuration, GetTriggerActor, GetURLMap, GetVertexCount, GetVertexPos, HasAnim, HitWall, HurtRadius, IntDescIterator, InterpolateEnd, IsAnimating, IsInPackageMap, KillCredit, KilledBy, Landed, LinkSkelAnim, LoopAnim, LostChild, MakeNoise, MeshTrace, Move, MoveSmooth, NativeExec, NotifyLevelChange, NotifyPathDefine, PlayAnim, PlayerCanSeeMe, PlaySound, PostBeginPlay, PostNetBeginPlay, PostNetReceive, PostTeleport, PreBeginPlay, PreTeleport, RadiusActors, RenderOverlays, RenderTexture, Reset, ResetSkeletalMesh, SetBase, SetBonePosition, SetBoneRoot, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRotation, SetTimer, SkelPlayAnim, Sleep, Spawn, SpawnAct, Spawned, SpecialHandling, StopSkelAnim, TakeDamage, Tick, Timer, Touch, TouchingActors, Trace, TraceActors, TraceSurfHitInfo, TraceThisActor, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnTouch, UnTrigger, UnTriggerEvent, VisibleActors, VisibleCollidingActors, WriteDeathMessage, ZoneChange |
var float AimError;
var float AltProjectileSpeed;
var travel
ammo AmmoType;
var bool bChangeWeapon;
var bool bHideWeapon;
var bool bLockedOn;
var byte bMuzzleFlash;
var bool bPointing;
var bool bSetFlashTime;
var bool bTossedOut;
var bool bWeaponUp;
var float FlashTime;
var float ProjectileSpeed;
MuzzleFlash
var(MuzzleFlash) bool bDrawMuzzleFlash;
var(MuzzleFlash) float FlareOffset;
var(MuzzleFlash) float FlashC;
var(MuzzleFlash) float FlashLength;
var(MuzzleFlash) float FlashO;
var(MuzzleFlash) int FlashS;
var(MuzzleFlash) float FlashY;
var(MuzzleFlash)
texture MFTexture;
var(MuzzleFlash)
texture MuzzleFlare;
var(MuzzleFlash) float MuzzleScale;
Weapon
var(
Weapon)
name AltDamageType;
var(
Weapon)
sound AltFireSound;
var(
Weapon)
bool bAltInstantHit;
var(
Weapon)
bool bOwnsCrosshair;
var(
Weapon)
sound CockingSound;
var(
Weapon) Localized
string DeathMessage;
var(
Weapon)
float FiringSpeed;
var(
Weapon)
float MaxTargetRange;
var(
Weapon) Localized
string MessageNoAmmo;
var(
Weapon)
name MyDamageType;
var(
Weapon)
int PickupAmmoCount;
var(
Weapon)
sound SelectSound;
WeaponAI
var(WeaponAI) float AIRating;
var(WeaponAI) float AltRefireRate;
var(WeaponAI) bool bAltWarnTarget;
var(WeaponAI) bool bMeleeWeapon;
bRecommendSplashDamage Source code
var(WeaponAI) bool bRecommendSplashDamage;
var(WeaponAI) bool bSplashDamage;
var(WeaponAI) bool bWarnTarget;
var(WeaponAI) float RefireRate;
function AltFire ( float Value ) )
function AltFire ( float F) )
function AltFire ( float F) )
function AltFire ( float F) )
function AnimEnd ( ) )
function BecomePickup ( ) )
function BeginState ( ) )
function BeginState ( ) )
event
float BotDesireability (
Pawn Bot) )
function BringUp ( ) )
function CheckVisibility ( ) )
function Destroyed ( ) )
function DropFrom (
vector StartLocation) )
function Finish ( ) )
function Fire ( float Value ) )
function Fire ( float F) )
function Fire ( float F) )
function Fire ( float F) )
function GiveAmmo (
Pawn Other ) )
function bool HandlePickupQuery (
inventory Item ) )
function PlayAltFiring ( ) )
function PlayFiring ( ) )
function PlayIdleAnim ( ) )
function PlayPostSelect ( ) )
function PlaySelect ( ) )
function PostBeginPlay ( ) )
function bool PutDown ( ) )
function bool PutDown ( ) )
function bool PutDown ( ) )
function bool PutDown ( ) )
function RaiseUp (
Weapon OldWeapon) )
function float RateSelf ( out int bUseAltMode ) )
function Weapon RecommendWeapon ( out
float rating, out
int bUseAltMode ) )
function setHand ( float Hand) )
function SetSwitchPriority (
pawn Other) )
function SetWeaponStay ( ) )
function float SuggestAttackStyle ( ) )
function float SuggestDefenseStyle ( ) )
function float SwitchPriority ( ) )
function TraceFire ( float Accuracy ) )
event TravelPostAccept ( ) )
function TweenDown ( ) )
function TweenSelect ( ) )
function Weapon WeaponChange (
byte F ) )
function bool WeaponSet (
Pawn Other) )
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
ThirdPersonAttachment=Class'Engine.WeaponAttachment'
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: zo 11-11-2012 21:14:16.537 - Created with
UnCodeX