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UnrealShare.Eightball

Extends
Weapon

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- UnrealShare.Eightball

Variables Summary
boolbFireLoad
boolbTightWad
ActorLockedTarget
ActorNewTarget
ActorOldTarget
intRocketRad
intRocketsLoaded
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 AltFire (float F))
FireRockets
function BarrelTurn ()))
function BeginState ()))
AltFiring
function BeginState ()))
FireRockets
function BeginState ()))
NormalFire
functionActor CheckTarget ()))
function Fire (float Value ))
function Fire (float F))
FireRockets
function PostRender (canvas Canvas ))
functionfloat RateSelf (out int bUseAltMode ))
functionfloat SuggestAttackStyle ()))
function Tick (float DeltaTime ))
AltFiring
function Tick (float DeltaTime ))
NormalFire
function Timer ()))
Idle
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
BeginState, Tick
FireRockets Source code
state FireRockets
AltFire, BeginState, Fire
Idle Source code
state Idle
Timer
NormalFire Source code
state NormalFire
BeginState, Tick


Variables Detail

bFireLoad Source code

var bool bFireLoad;

bTightWad Source code

var bool bTightWad;

LockedTarget Source code

var Actor LockedTarget;

NewTarget Source code

var Actor NewTarget;

OldTarget Source code

var Actor OldTarget;

RocketRad Source code

var int RocketRad;

RocketsLoaded Source code

var int RocketsLoaded;


Functions Detail

AltFire Source code

function AltFire ( float Value ) )

AltFire FireRockets Source code

function AltFire ( float F) )

BarrelTurn Source code

function BarrelTurn ( ) )

BeginState AltFiring Source code

function BeginState ( ) )

BeginState FireRockets Source code

function BeginState ( ) )

BeginState NormalFire Source code

function BeginState ( ) )

CheckTarget Source code

function Actor CheckTarget ( ) )

Fire Source code

function Fire ( float Value ) )

Fire FireRockets Source code

function Fire ( float F) )

PostRender Source code

simulated function PostRender ( canvas Canvas ) )

RateSelf Source code

function float RateSelf ( out int bUseAltMode ) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )

Tick AltFiring Source code

function Tick ( float DeltaTime ) )

Tick NormalFire Source code

function Tick ( float DeltaTime ) )

Timer Idle Source code

function Timer ( ) )


Defaultproperties

defaultproperties
{
				AmmoName=Class'UnrealShare.RocketCan'
				PickupAmmoCount=6
				bWarnTarget=True
				bAltWarnTarget=True
				bSplashDamage=True
				bRecommendSplashDamage=True
				FiringSpeed=1.000000
				ProjectileClass=Class'UnrealShare.rocket'
				AltProjectileClass=Class'UnrealShare.Grenade'
				MyDamageType="exploded"
				shakemag=350.000000
				shaketime=0.200000
				shakevert=7.500000
				AIRating=0.700000
				RefireRate=0.250000
				AltRefireRate=0.250000
				AltFireSound=Sound'UnrealShare.Eightball.EightAltFire'
				CockingSound=Sound'UnrealShare.Eightball.Loading'
				SelectSound=Sound'UnrealShare.Eightball.Selecting'
				Misc1Sound=Sound'UnrealShare.Eightball.SeekLock'
				Misc2Sound=Sound'UnrealShare.Eightball.SeekLost'
				Misc3Sound=Sound'UnrealShare.Eightball.BarrelMove'
				DeathMessage="%o was smacked down multiple times by %k's %w."
				AutoSwitchPriority=5
				InventoryGroup=5
				PickupMessage="You got the Eightball gun"
				ItemName="Eightball"
				PlayerViewOffset=(X=1.900000,Z=-1.890000)
				PlayerViewMesh=LodMesh'UnrealShare.EightB'
				BobDamping=0.985000
				PickupViewMesh=LodMesh'UnrealShare.EightPick'
				ThirdPersonMesh=LodMesh'UnrealShare.8Ball3rd'
				PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
				Mesh=LodMesh'UnrealShare.EightPick'
				bNoSmooth=False
				CollisionHeight=10.000000
}

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Creation time: zo 11-11-2012 21:14:09.553 - Created with UnCodeX