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UnrealI.Rifle

Extends
Weapon

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

Variables Summary
intNumFire
Inherited Variables from Engine.Weapon
AdjustedAim, AimError, AIRating, AltDamageType, AltFireSound, AltProjectileClass, AltProjectileSpeed, AltRefireRate, AmmoName, AmmoType, 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
Inherited Variables from Engine.Inventory
AbsorptionPriority, ActivateSound, ArmorAbsorption, AutoSwitchPriority, bActivatable, bActive, bAmbientGlow, bDisplayableInv, bHeldItem, bInstantRespawn, bIsAnArmor, bMuzzleFlashParticles, BobDamping, bRotatingPickup, bSleepTouch, bSteadyFlash3rd, 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 AltFire (float F)
NormalFire
function BeginState ()
Idle
function EndState ()
Idle
function Finish ()
function Fire (float Value)
Idle
function Fire (float F)
NormalFire
function PlayAltFiring ()
function PlayFiring ()
function PlayIdleAnim ()
function ProcessTraceHit (Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z)
functionfloat RateSelf (out int bUseAltMode)
function Timer ()
function Timer ()
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, OwnerJumped, PostBeginPlay, PrioritizeArmor, RecommendWeapon, ReduceDamage, RenderOverlays, SelectNext, SetOwnerDisplay, SetRespawn, SpawnCopy, Timer, Touch, TravelPreAccept, Use, ValidTouch, WeaponChange, ZoneChange

States Summary
AltFiring Source code
state AltFiring
Timer
Idle Source code
state Idle
AltFire, BeginState, EndState, Fire
NormalFire Source code
state NormalFire
AltFire, Fire


Variables Detail

NumFire Source code

var int NumFire;


Functions Detail

AltFire Source code

function AltFire ( float Value )

AltFire Idle Source code

function AltFire ( float Value )

AltFire NormalFire Source code

function AltFire ( float F )

BeginState Idle Source code

function BeginState ( )

EndState Idle Source code

function EndState ( )

Finish Source code

function Finish ( )

Fire Idle Source code

function Fire ( float Value )

Fire NormalFire Source code

function Fire ( float F )

PlayAltFiring Source code

function PlayAltFiring ( )

PlayFiring Source code

function PlayFiring ( )

PlayIdleAnim Source code

function PlayIdleAnim ( )

ProcessTraceHit Source code

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

RateSelf Source code

function float RateSelf ( out int bUseAltMode )

Timer Source code

function Timer ( )

Timer AltFiring Source code

function Timer ( )


Defaultproperties

defaultproperties
{
     AmmoName=Class'UnrealI.RifleAmmo'
     PickupAmmoCount=8
     bInstantHit=True
     bAltInstantHit=True
     FireOffset=(Y=-5.000000,Z=-2.000000)
     shakemag=400.000000
     shaketime=0.150000
     shakevert=8.000000
     AIRating=0.700000
     RefireRate=0.600000
     AltRefireRate=0.300000
     FireSound=Sound'UnrealI.Rifle.RifleShot'
     SelectSound=Sound'UnrealI.Rifle.RiflePickup'
     DeathMessage="%k put a bullet through %o's head."
     AutoSwitchPriority=9
     InventoryGroup=9
     PickupMessage="You got the Rifle"
     ItemName="Sniper Rifle"
     PlayerViewOffset=(X=3.200000,Y=-1.200000,Z=-1.700000)
     PlayerViewMesh=LodMesh'UnrealI.RifleM'
     PickupViewMesh=LodMesh'UnrealI.RiPick'
     ThirdPersonMesh=LodMesh'UnrealI.Rifle3rd'
     PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
     Mesh=LodMesh'UnrealI.RiPick'
     bNoSmooth=False
     CollisionRadius=28.000000
     CollisionHeight=8.000000
}

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Creation time: za 22-4-2006 13:29:20.000 - Created with UnCodeX