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UPak.GrenadeLauncher

Extends
Weapon

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

Variables Summary
boolbAltFireOff
boolbDetGrenadeActive
boolbNoAnimate
GLDetGrenadeDetGrenade
PathNodeTrapLocation
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 ()
AltFiring
function BeginState ()
Idle
function BeginState ()
NormalFire
function Finish ()
function Fire (float Value)
function Fire (float F)
AltFiring
function Fire (float F)
NormalFire
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, OwnerJumped, PostBeginPlay, PrioritizeArmor, RecommendWeapon, ReduceDamage, RenderOverlays, SelectNext, SetOwnerDisplay, SetRespawn, SpawnCopy, Timer, Touch, TravelPreAccept, Use, ValidTouch, WeaponChange, ZoneChange

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


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;

TrapLocation Source code

var PathNode TrapLocation;


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 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 )

Fire AltFiring Source code

function Fire ( float F )

Fire NormalFire Source code

function Fire ( float F )

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: za 22-4-2006 13:29:17.953 - Created with UnCodeX