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UnrealI.GESBioRifle

Extends
Weapon

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

Variables Summary
floatChargeSize
floatCount
Inherited Variables from Engine.Weapon
AdjustedAim, AimError, AIRating, AltDamageType, AltFireSound, AltProjectileClass, AltProjectileSpeed, AltRefireRate, AmmoName, AmmoType, Attachment, 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, ThirdPersonAttachment
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

Functions Summary
function AltFire (float Value ))
function AltFire (float F))
ShootLoad
function BeginState ()))
ShootLoad
function DripSound ()))
function Finish ()))
function Fire (float F))
ShootLoad
function PlayFiring ()))
function PlayIdleAnim ()))
functionProjectile ProjectileFire (class<projectile> ProjClass, float ProjSpeed, bool bWarn))
functionfloat RateSelf (out int bUseAltMode ))
functionfloat SuggestAttackStyle ()))
functionfloat SuggestDefenseStyle ()))
function Tick (float DeltaTime ))
AltFiring
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, NotifyPathDefine, OwnerJumped, PostBeginPlay, PrioritizeArmor, RecommendWeapon, ReduceDamage, RenderOverlays, Reset, SelectNext, SetOwnerDisplay, SetRespawn, SpawnCopy, Timer, Touch, TravelPreAccept, Use, ValidTouch, WeaponChange, ZoneChange

States Summary
AltFiring Source code
state AltFiring
Tick
ShootLoad Source code
state ShootLoad
AltFire, BeginState, Fire


Variables Detail

ChargeSize Source code

var float ChargeSize;

Count Source code

var float Count;


Functions Detail

AltFire Source code

function AltFire ( float Value ) )

AltFire ShootLoad Source code

function AltFire ( float F) )

BeginState ShootLoad Source code

function BeginState ( ) )

DripSound Source code

function DripSound ( ) )

Finish Source code

function Finish ( ) )

Fire ShootLoad Source code

function Fire ( float F) )

PlayFiring Source code

function PlayFiring ( ) )

PlayIdleAnim Source code

function PlayIdleAnim ( ) )

ProjectileFire Source code

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

RateSelf Source code

function float RateSelf ( out int bUseAltMode ) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )

SuggestDefenseStyle Source code

function float SuggestDefenseStyle ( ) )

Tick AltFiring Source code

function Tick ( float DeltaTime ) )


Defaultproperties

defaultproperties
{
				AmmoName=Class'UnrealI.Sludge'
				PickupAmmoCount=25
				bAltWarnTarget=True
				FiringSpeed=2.000000
				FireOffset=(X=12.000000,Y=-9.000000,Z=-16.000000)
				ProjectileClass=Class'UnrealShare.BioGel'
				AltProjectileClass=Class'UnrealShare.BigBiogel'
				MyDamageType="Corroded"
				AltDamageType="Corroded"
				AIRating=0.600000
				RefireRate=0.900000
				AltRefireRate=0.700000
				FireSound=Sound'UnrealI.BioRifle.GelShot'
				AltFireSound=Sound'UnrealI.BioRifle.GelShot'
				CockingSound=Sound'UnrealI.BioRifle.GelLoad'
				SelectSound=Sound'UnrealI.BioRifle.GelSelect'
				Misc1Sound=Sound'UnrealI.BioRifle.GelLoad'
				Misc2Sound=Sound'UnrealI.BioRifle.GelDrip'
				DeathMessage="%o drank a glass of %k's dripping green load."
				AutoSwitchPriority=8
				InventoryGroup=8
				PickupMessage="You got the GES BioRifle"
				ItemName="GES Bio Rifle"
				PlayerViewOffset=(X=2.000000,Y=-0.700000,Z=-1.150000)
				PlayerViewMesh=LodMesh'UnrealI.BRifle'
				PickupViewMesh=LodMesh'UnrealI.BRiflePick'
				ThirdPersonMesh=LodMesh'UnrealI.BRifle3'
				PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
				Mesh=LodMesh'UnrealI.BRiflePick'
				bNoSmooth=False
				CollisionRadius=28.000000
				CollisionHeight=15.000000
}

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Creation time: zo 11-11-2012 21:14:10.084 - Created with UnCodeX