- 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.QuadShot
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 travel byte LoadCount;
var travel int SpentCartridge;
QuadShot
function AltFire ( float Value ) )
DischargeWeapon NormalFire Source code
function DischargeWeapon ( ) )
function DisplayMuzzleFlash ( ) )
function EjectCartridge ( ) )
function Finish ( ) )
function Fire ( float Value ) )
function bool HasRequiredAmmo ( ) )
function PlayIdleAnim ( ) )
function PlayPostSelect ( ) )
function bool PutDown ( ) )
function float RateSelf ( out int bUseAltMode ) )
function Weapon RecommendWeapon ( out
float rating, out
int bUseAltMode ) )
function SetHand ( float Hand) )
function SetShotPattern ( int LoadCount, int ShotNum ) )
function float SuggestAttackStyle ( ) )
function float SuggestDefenseStyle ( ) )
function float SwitchPriority ( ) )
function TraceFire ( float Accuracy ) )
function Weapon WeaponChange (
byte F ) )
defaultproperties
{
SpentCartridge=-1
hitdamage=12
HitMomentum=18000.000000
PelletsPerShell=10
BarrelShotOffset=3
ShotSpread=1.250000
OptimalRange=750.000000
AmmoName=Class'UnrealShare.Shells'
PickupAmmoCount=12
MyDamageType="SHOT"
AltDamageType="Decapitated"
shakemag=400.000000
shaketime=0.150000
shakevert=20.000000
AIRating=0.300000
RefireRate=0.700000
AltRefireRate=0.900000
FireSound=Sound'UnrealI.QuadShot.ShotgunFire'
CockingSound=Sound'UnrealI.QuadShot.ShotgunLoad'
SelectSound=Sound'UnrealI.QuadShot.ShotgunActivate'
Misc1Sound=Sound'UnrealShare.Flak.Click'
DeathMessage="%o was blasted to bits by %k's %w."
bSetFlashTime=True
bMuzzleFlash=1
FlashTime=0.500000
MuzzleScale=1.000000
FlashY=0.110000
FlashO=0.140000
FlashC=0.030000
FlashLength=0.250000
FlashS=64
MFTexture=Texture'UnrealShare.Effects.Arc1'
AutoSwitchPriority=4
InventoryGroup=2
PickupMessage="You got the Quad-Barreled ShotGun"
ItemName="QuadShot"
PlayerViewOffset=(X=7.000000,Y=-4.000000,Z=-4.000000)
PlayerViewMesh=LodMesh'UnrealI.QuadShotHeldR'
PlayerViewScale=2.000000
PickupViewMesh=LodMesh'UnrealI.QuadShotPickupC'
PickupViewScale=1.500000
ThirdPersonMesh=LodMesh'UnrealI.QuadShotThird'
PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
Mesh=LodMesh'UnrealI.QuadShotPickupC'
DrawScale=1.500000
bNoSmooth=False
bMeshCurvy=True
SoundRadius=200
SoundVolume=180
CollisionHeight=10.000000
Mass=45.000000
}
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Creation time: zo 11-11-2012 21:14:11.928 - Created with
UnCodeX