- 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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+-- UPak.CARifle
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 float Adjuster;
var bool bAltFireReady;
var bool bAutoTarget;
var bool bFirstFire;
var bool bTracerOn;
var float Count;
var int InitialRounds;
var int LightCounter;
var int RoundsFired;
var float ShotAccuracy;
var int TraceCount;
function AltFire ( float Value ) )
function AltFire ( float F )
function AltFire ( float Value ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
function BeginState ( ) )
exec function Debug ( ) )
function DropFrom (
vector StartLocation) )
function EndState ( ) )
function EndState ( ) )
function Finish ( ) )
function Fire ( float Value ) )
function
bool HandlePickupQuery (
inventory Item ) )
function PlayAltFiring ( ) )
function PlayFiring ( ) )
function PostBeginPlay ( ) )
function SetUpProjectile ( ) )
simulated function ShakePlayer ( float ShakeMod ) )
function ShortFire ( ) )
function Tick ( float DeltaTime ) )
function Tick ( float DeltaTime ) )
function Timer ( ) )
function TraceFire ( float Accuracy ) )
defaultproperties
{
AmmoName=Class'UPak.CARifleClip'
PickupAmmoCount=300
bInstantHit=True
FireOffset=(X=10.000000)
AltProjectileClass=Class'UPak.ExplosiveBullet'
shakemag=200.000000
shaketime=0.000500
shakevert=16.000000
AIRating=0.400000
RefireRate=30.000000
AltRefireRate=0.300000
FireSound=Sound'UPak.CARifle.ChainGun3'
AltFireSound=Sound'UPak.CARifle.CARifleShell'
SelectSound=Sound'UPak.CARifle.CARifleSelect'
AutoSwitchPriority=4
InventoryGroup=3
PickupMessage="You got the Combat Assault Rifle"
ItemName="Combat Assault Rifle"
PlayerViewOffset=(X=3.250000,Y=-0.900000,Z=-1.450000)
PlayerViewMesh=LodMesh'UPak.Car1st'
PickupViewMesh=LodMesh'UPak.CARpickup'
ThirdPersonMesh=LodMesh'UPak.Car3rd'
PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
Mesh=LodMesh'UPak.CARpickup'
bNoSmooth=False
CollisionHeight=8.000000
}
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Creation time: zo 11-11-2012 21:14:08.647 - Created with
UnCodeX