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UnrealI.PeaceMaker

Extends
Weapon

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

Variables Summary
boolbIsRocketMode
floatChargeTime
byteCounter
PeaceMaker
nameCountFrames[10]
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 Fire (float Value ))
function PlayIdleAnim ()))
function ThrowBarrel (bool bRocketMode))
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, 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
NormalFire Source code
state NormalFire
Tick
TossPeaceMaker Source code
state TossPeaceMaker


Variables Detail

bIsRocketMode Source code

var bool bIsRocketMode;

ChargeTime Source code

var float ChargeTime;

Counter Source code

var byte Counter;

PeaceMaker

CountFrames[10] Source code

var(PeaceMaker) name CountFrames[10];


Functions Detail

AltFire Source code

function AltFire ( float Value ) )

Fire Source code

function Fire ( float Value ) )

PlayIdleAnim Source code

function PlayIdleAnim ( ) )

ThrowBarrel Source code

function ThrowBarrel ( bool bRocketMode) )

Tick AltFiring Source code

function Tick ( float DeltaTime ) )

Tick NormalFire Source code

function Tick ( float DeltaTime ) )


Defaultproperties

defaultproperties
{
				CountFrames(0)="CountZero"
				CountFrames(1)="CountOne"
				CountFrames(2)="CountTwo"
				CountFrames(3)="CountThree"
				CountFrames(4)="CountFour"
				CountFrames(5)="CountFive"
				CountFrames(6)="CountSix"
				CountFrames(7)="CountSeven"
				CountFrames(8)="CountEight"
				CountFrames(9)="CountNine"
				AmmoName=Class'UnrealI.PeaceAmmo'
				PickupAmmoCount=1
				AutoSwitchPriority=5
				InventoryGroup=5
				PickupMessage="You got the Peacemaker"
				PlayerViewOffset=(X=3.000000,Y=-1.500000,Z=-1.500000)
				PlayerViewMesh=LodMesh'UnrealI.peacehand'
				PickupViewMesh=LodMesh'UnrealI.peacepick'
				ThirdPersonMesh=LodMesh'UnrealI.peacepick'
				PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
				Mesh=LodMesh'UnrealI.peacepick'
				bNoSmooth=False
}

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Creation time: zo 11-11-2012 21:14:11.631 - Created with UnCodeX