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UnrealI.QuadShot

Extends
Weapon

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

Variables Summary
byteLoadCount
intSpentCartridge
QuadShot
intBarrelShotOffset
intHitDamage
floatHitMomentum
floatOptimalRange
intPelletsPerShell
floatShotSpread
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 DischargeWeapon ()))
NormalFire
function DisplayMuzzleFlash ()))
function EjectCartridge ()))
function Finish ()))
function Fire (float Value ))
functionbool HasRequiredAmmo ()))
function PlayIdleAnim ()))
function PlayPostSelect ()))
function ProcessTraceHit (Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z))
functionbool PutDown ()))
Idle
functionfloat RateSelf (out int bUseAltMode ))
functionWeapon RecommendWeapon (out float rating, out int bUseAltMode ))
function SetHand (float Hand))
function SetShotPattern (int LoadCount, int ShotNum ))
functionfloat SuggestAttackStyle ()))
functionfloat SuggestDefenseStyle ()))
functionfloat SwitchPriority ()))
function TraceFire (float Accuracy ))
functionWeapon WeaponChange (byte F ))
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
Idle Source code
state Idle
PutDown
NormalFire Source code
state NormalFire
DischargeWeapon
Reload Source code
state Reload


Variables Detail

LoadCount Source code

var travel byte LoadCount;

SpentCartridge Source code

var travel int SpentCartridge;

QuadShot

BarrelShotOffset Source code

var(QuadShot) int BarrelShotOffset;

HitDamage Source code

var(QuadShot) int HitDamage;

HitMomentum Source code

var(QuadShot) float HitMomentum;

OptimalRange Source code

var(QuadShot) float OptimalRange;

PelletsPerShell Source code

var(QuadShot) int PelletsPerShell;

ShotSpread Source code

var(QuadShot) float ShotSpread;


Functions Detail

AltFire Source code

function AltFire ( float Value ) )

DischargeWeapon NormalFire Source code

function DischargeWeapon ( ) )

DisplayMuzzleFlash Source code

function DisplayMuzzleFlash ( ) )

EjectCartridge Source code

function EjectCartridge ( ) )

Finish Source code

function Finish ( ) )

Fire Source code

function Fire ( float Value ) )

HasRequiredAmmo Source code

function bool HasRequiredAmmo ( ) )

PlayIdleAnim Source code

function PlayIdleAnim ( ) )

PlayPostSelect Source code

function PlayPostSelect ( ) )

ProcessTraceHit Source code

function ProcessTraceHit ( Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z) )

PutDown Idle Source code

function bool PutDown ( ) )

RateSelf Source code

function float RateSelf ( out int bUseAltMode ) )

RecommendWeapon Source code

function Weapon RecommendWeapon ( out float rating, out int bUseAltMode ) )

SetHand Source code

function SetHand ( float Hand) )

SetShotPattern Source code

function SetShotPattern ( int LoadCount, int ShotNum ) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )

SuggestDefenseStyle Source code

function float SuggestDefenseStyle ( ) )

SwitchPriority Source code

function float SwitchPriority ( ) )

TraceFire Source code

function TraceFire ( float Accuracy ) )

WeaponChange Source code

function Weapon WeaponChange ( byte F ) )


Defaultproperties

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