Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

UnrealI.RazorJack

Extends
Weapon

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

Variables Summary
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 PlayAltFiring ()))
function PlayFiring ()))
function PlayIdleAnim ()))
functionProjectile ProjectileFire (class<projectile> ProjClass, float ProjSpeed, bool bWarn))
functionProjectile ProjectileFire (class<projectile> ProjClass, float ProjSpeed, bool bWarn))
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
ProjectileFire


Functions Detail

AltFire Source code

function AltFire ( float Value ) )

PlayAltFiring Source code

function PlayAltFiring ( ) )

PlayFiring Source code

function PlayFiring ( ) )

PlayIdleAnim Source code

function PlayIdleAnim ( ) )

ProjectileFire Source code

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

ProjectileFire AltFiring Source code

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


Defaultproperties

defaultproperties
{
				AmmoName=Class'UnrealI.RazorAmmo'
				PickupAmmoCount=15
				FiringSpeed=1.800000
				FireOffset=(X=16.000000,Z=-15.000000)
				ProjectileClass=Class'UnrealI.RazorBlade'
				AltProjectileClass=Class'UnrealI.RazorBladeAlt'
				MyDamageType="SHREDDED"
				AltDamageType="Decapitated"
				shakemag=120.000000
				AIRating=0.500000
				RefireRate=0.830000
				AltRefireRate=0.830000
				SelectSound=Sound'UnrealI.RazorJack.Beam'
				DeathMessage="%k took a bloody chunk out of %o with the %w."
				AutoSwitchPriority=7
				InventoryGroup=7
				PickupMessage="You got the RazorJack"
				ItemName="Razorjack"
				PlayerViewOffset=(X=2.000000,Z=-0.900000)
				PlayerViewMesh=LodMesh'UnrealI.Razor'
				BobDamping=0.970000
				PickupViewMesh=LodMesh'UnrealI.RazPick'
				ThirdPersonMesh=LodMesh'UnrealI.Razor3rd'
				PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
				Mesh=LodMesh'UnrealI.RazPick'
				bNoSmooth=False
				CollisionRadius=28.000000
				CollisionHeight=7.000000
				Mass=17.000000
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: zo 11-11-2012 21:14:12.037 - Created with UnCodeX