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UPak.GrenadeLauncher

Extends
Weapon

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- UPak.GrenadeLauncher

Variables Summary
boolbAltFireOff
boolbDetGrenadeActive
boolbNoAnimate
GLDetGrenadeDetGrenade
PathNodeIteratorpni
PathNodeTrapLocation
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 Value ))
Idle
function BeginState ()))
AltFiring
function BeginState ()))
Idle
function BeginState ()))
NormalFire
function Finish ()))
function Fire (float Value ))
function PostBeginPlay ()))
function PreBeginPlay ()))
functionfloat RateSelf (out int bUseAltMode ))
function Tick (float DeltaTime ))
AltFiring
function Timer ()))
AltFiring
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, Timer
Idle Source code
state Idle
AltFire, BeginState, Timer
NormalFire Source code
state NormalFire
BeginState


Variables Detail

bAltFireOff Source code

var bool bAltFireOff;

bDetGrenadeActive Source code

var bool bDetGrenadeActive;

bNoAnimate Source code

var bool bNoAnimate;

DetGrenade Source code

var GLDetGrenade DetGrenade;

pni Source code

var PathNodeIterator pni;

TrapLocation Source code

var PathNode TrapLocation;


Functions Detail

AltFire Source code

function AltFire ( float Value ) )

AltFire Idle Source code

function AltFire ( float Value ) )

BeginState AltFiring Source code

function BeginState ( ) )

BeginState Idle Source code

function BeginState ( ) )

BeginState NormalFire Source code

function BeginState ( ) )

Finish Source code

function Finish ( ) )

Fire Source code

function Fire ( float Value ) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

PreBeginPlay Source code

function PreBeginPlay ( ) )

RateSelf Source code

function float RateSelf ( out int bUseAltMode ) )

Tick AltFiring Source code

function Tick ( float DeltaTime ) )

Timer AltFiring Source code

function Timer ( ) )

Timer Idle Source code

function Timer ( ) )


Defaultproperties

defaultproperties
{
				AmmoName=Class'UPak.GLAmmo'
				PickupAmmoCount=25
				bWarnTarget=True
				bAltWarnTarget=True
				bSplashDamage=True
				ProjectileClass=Class'UPak.GLGrenade'
				AltProjectileClass=Class'UPak.GLDetGrenade'
				shakemag=350.000000
				shaketime=0.200000
				shakevert=7.500000
				AIRating=0.700000
				RefireRate=0.200000
				AltRefireRate=0.200000
				FireSound=Sound'UPak.GrenadeLauncher.GrenadeShot2'
				AltFireSound=Sound'UPak.GrenadeLauncher.GrenadeShot2'
				SelectSound=Sound'UPak.GrenadeLauncher.GrenadeSelect1'
				AutoSwitchPriority=5
				InventoryGroup=4
				PickupMessage="You got the GrenadeLauncher."
				ItemName="GrenadeLauncher"
				PlayerViewOffset=(X=3.500000,Y=-1.800000,Z=-2.000000)
				PlayerViewMesh=LodMesh'UPak.GL1st'
				BobDamping=0.985000
				PickupViewMesh=LodMesh'UPak.GLpickup'
				ThirdPersonMesh=LodMesh'UPak.GL3rd'
				PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
				Mesh=LodMesh'UPak.GLpickup'
				AmbientGlow=15
				bNoSmooth=False
				CollisionRadius=21.000000
				CollisionHeight=16.000000
}

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Creation time: zo 11-11-2012 21:14:10.240 - Created with UnCodeX