- Extends
- Weapon
Core.Object
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+-- Engine.Actor
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+-- Engine.Inventory
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+-- Engine.Weapon
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+-- UnrealI.GESBioRifle
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 |
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 |
var float ChargeSize;
var float Count;
function AltFire ( float Value ) )
function AltFire ( float F) )
function BeginState ( ) )
function DripSound ( ) )
function Finish ( ) )
function Fire ( float F) )
function PlayFiring ( ) )
function PlayIdleAnim ( ) )
function float RateSelf ( out int bUseAltMode ) )
function float SuggestAttackStyle ( ) )
function float SuggestDefenseStyle ( ) )
function Tick ( float DeltaTime ) )
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