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UPak.CARifle

Extends
Weapon

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

Variables Summary
RotatorAdjustedAimStored
floatAdjuster
boolbAltFireReady
boolbAutoTarget
boolbFirstFire
boolbTracerOn
CARDebugCARDebugger
floatCount
intInitialRounds
intLightCounter
intRoundsFired
floatShotAccuracy
vectorStartingLocation
intTraceCount
pawnVictim
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 F)
FinishFire
function AltFire (float Value)
NormalFire
function AnimEnd ()
AltFiring
function AnimEnd ()
NormalFire
function BeginState ()
NormalFire
function Debug ()
function DropFrom (vector StartLocation)
function EndState ()
AltFiring
function EndState ()
NormalFire
function Finish ()
function Fire (float Value)
functionbool HandlePickupQuery (inventory Item)
function PlayAltFiring ()
function PlayFiring ()
function PostBeginPlay ()
function ProcessTraceHit (Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z)
function SetUpProjectile ()
function ShakePlayer (float ShakeMod)
function ShortFire ()
AltFiring
function Tick (float DeltaTime)
AltFiring
function Tick (float DeltaTime)
NormalFire
function Timer ()
function TraceFire (float Accuracy)
function Tracer ()
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
AnimEnd, EndState, ShortFire, Tick
FinishFire Source code
state FinishFire
AltFire
Idle Source code
state Idle
NormalFire Source code
state NormalFire
AltFire, AnimEnd, BeginState, EndState, Tick


Variables Detail

AdjustedAimStored Source code

var Rotator AdjustedAimStored;

Adjuster Source code

var float Adjuster;

bAltFireReady Source code

var bool bAltFireReady;

bAutoTarget Source code

var bool bAutoTarget;

bFirstFire Source code

var bool bFirstFire;

bTracerOn Source code

var bool bTracerOn;

CARDebugger Source code

var CARDebug CARDebugger;

Count Source code

var float Count;

InitialRounds Source code

var int InitialRounds;

LightCounter Source code

var int LightCounter;

RoundsFired Source code

var int RoundsFired;

ShotAccuracy Source code

var float ShotAccuracy;

StartingLocation Source code

var vector StartingLocation;

TraceCount Source code

var int TraceCount;

Victim Source code

var pawn Victim;


Functions Detail

AltFire Source code

function AltFire ( float Value )

AltFire FinishFire Source code

function AltFire ( float F )

AltFire NormalFire Source code

function AltFire ( float Value )

AnimEnd AltFiring Source code

function AnimEnd ( )

AnimEnd NormalFire Source code

simulated function AnimEnd ( )

BeginState NormalFire Source code

function BeginState ( )

Debug Source code

exec function Debug ( )

DropFrom Source code

function DropFrom ( vector StartLocation )

EndState AltFiring Source code

function EndState ( )

EndState NormalFire Source code

function EndState ( )

Finish Source code

function Finish ( )

Fire Source code

function Fire ( float Value )

HandlePickupQuery Source code

function bool HandlePickupQuery ( inventory Item )

PlayAltFiring Source code

function PlayAltFiring ( )

PlayFiring Source code

function PlayFiring ( )

PostBeginPlay Source code

function PostBeginPlay ( )

ProcessTraceHit Source code

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

SetUpProjectile Source code

function SetUpProjectile ( )

ShakePlayer Source code

simulated function ShakePlayer ( float ShakeMod )

ShortFire AltFiring Source code

function ShortFire ( )

Tick AltFiring Source code

function Tick ( float DeltaTime )

Tick NormalFire Source code

function Tick ( float DeltaTime )

Timer Source code

function Timer ( )

TraceFire Source code

function TraceFire ( float Accuracy )

Tracer Source code

exec function Tracer ( )


Defaultproperties

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: za 22-4-2006 13:29:15.984 - Created with UnCodeX