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BFRL10k.BFRL10k

Extends
Weapon

BFRL10k Creation date: 2011-02-22 19:20 Last change: $Id$ Copyright © 2011, Wormbo Website: http://www.koehler-homepage.de/Wormbo/ Feel free to reuse this code. Send me a note if you found it helpful or want to report bugs/provide improvements.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- BFRL10k.BFRL10k

Constants Summary
Inherited Contants from Engine.Weapon
NUM_FIRE_MODES

Variables Summary
ScriptedTextureAmmoCounter
colorAmmoLEDBGColor
colorAmmoLEDColor
intAmmoLEDDigits
intAmmoLEDMaxDisplay
colorAmmoLEDOffColor
boolbCamMode
floatCornerFade
floatLastRenderOverlaysTime
colorZoomInFrameColor
Inherited Variables from Engine.Weapon
AimAnim, AimAnimRate, AIRating, AmmoCharge[2], AmmoClass[2], Ammo[NUM_FIRE_MODES], bBerserk, bCanThrow, bDebugging, bEndOfRound, bForceSwitch, bInitOldMesh, bMatchWeapons, bMeleeWeapon, bNoAmmoInstances, bNoInstagibReplace, bNotInDemo, bNotInPriorityList, bNoVoluntarySwitch, BotMode, bPendingSwitch, BringUpTime, bShowChargingBar, bSniping, bSpectated, bUseOldWeaponMesh, CenteredOffsetY, CenteredRoll, CenteredYaw, ClientState, CurrentRating, CustomCrosshair, CustomCrossHairColor, CustomCrossHairScale, CustomCrossHairTexture, CustomCrossHairTextureName, DefaultPriority, DemoReplacement, Description, DisplayFOV, DownDelay, EffectOffset, ExchangeFireModes, FireModeClass[NUM_FIRE_MODES], FireMode[NUM_FIRE_MODES], Hand, HudColor, IdleAnim, IdleAnimRate, MessageNoAmmo, MinReloadPct, OldCenteredOffsetY, OldCenteredRoll, OldCenteredYaw, OldDrawScale, OldMesh, OldPickup, OldPlayerViewOffset, OldPlayerViewPivot, OldSmallViewOffset, OldWeapon, Priority, PutDownAnim, PutDownAnimRate, PutDownTime, RenderedHand, RestAnim, RestAnimRate, RunAnim, RunAnimRate, SelectAnim, SelectAnimRate, SelectForce, SelectSound, SmallEffectOffset, SmallViewOffset
Inherited Variables from Engine.Inventory
AttachmentClass, bDisplayableInv, bDrawingFirstPerson, BobDamping, bTossedOut, Charge, GroupOffset, IconCoords, IconMaterial, InventoryGroup, ItemName, PickupClass, PlayerViewOffset, PlayerViewPivot, ThirdPersonActor

Enumerations Summary
Inherited Enumerations from Engine.Weapon
EWeaponClientState

Functions Summary
functionbool AddAmmo (int AmmoToAdd, int Mode))
functionbyte BestMode ()))
function ClientStartFire (int Mode))
function ClientStopFire (int Mode))
function ClientWeaponThrown ()))
functionbool ConsumeAmmo (int Mode, float Load, optional bool bAmountNeededIsMax))
functionShader CreateAmmoCounter (Actor Target))
function Destroyed ()))
function DisposeAmmoCounter (Actor Target, Shader AmmoShader))
function DrawAmmoLED (ScriptedTexture Tex, int AmmoCount))
function DrawCorners (Canvas C))
function DrawZoomFrame (Canvas C))
function FillToInitialAmmo ()))
functionfloat GetAIRating ()))
functionfloat GetZoomFOV (out float ZoomLevel))
function IncrementFlashCount (int Mode))
function MaxOutAmmo ()))
function PostNetBeginPlay ()))
functionbool PutDown ()))
event RenderOverlays (Canvas C))
function RenderTexture (ScriptedTexture Tex))
functionfloat SuggestAttackStyle ()))
function SuperMaxOutAmmo ()))
function UpdateAmmoCounter ()))
Inherited Functions from Engine.Weapon
AddAmmo, AdjustPlayerDamage, AltFire, AmmoAmount, AmmoMaxed, AmmoPickupClass, AmmoStatus, AnimEnd, BeginState, BestMode, BotFire, BringUp, CanAttack, CanHeal, CanThrow, CenteredEffectStart, ChargeBar, CheckOutOfAmmo, CheckReflect, CheckSuperBerserk, ClientForceAmmoUpdate, ClientPlayForceFeedback, ClientStartFire, ClientStopFire, ClientWeaponSet, ClientWeaponThrown, ClientWriteFire, ClientWriteStats, ConsumeAmmo, DesireAmmo, Destroyed, DetachFromPawn, DisplayDebug, DoAutoSwitch, DoReflectEffect, DrawWeaponInfo, DropFrom, EndState, FillToInitialAmmo, Fire, FireHack, FireOnRelease, FocusOnLeader, GetAIRating, GetAmmoClass, GetAmmoCount, GetDamageRadius, GetDamageType, GetEffectStart, GetFireMode, GetFireStart, GetViewAxes, GiveAmmo, GiveTo, HackPlayFireSound, HandlePickupQuery, HasAmmo, HolderDied, ImmediateStopFire, IncrementFlashCount, InitWeaponFires, IsFiring, IsRapidFire, Loaded, MaxAmmo, MaxOutAmmo, NeedAmmo, NewDrawWeaponInfo, NextWeapon, OutOfAmmo, PawnUnpossessed, PlayIdle, PostBeginPlay, PostNetReceive, PreDrawFPWeapon, PrevWeapon, PutDown, RangedAttackTime, RateSelf, ReadyToFire, RecommendLongRangedAttack, RecommendRangedAttack, RecommendSplashDamage, RecommendWeapon, RefireRate, RenderOverlays, Reselect, ServerStartFire, ServerStopFire, SetAITarget, SetGRI, SetHand, ShootHoop, ShouldFireWithoutTarget, SplashDamage, SplashJump, StartBerserk, StartDebugging, StartFire, StopBerserk, StopFire, StopForceFeedback, SuggestAttackStyle, SuggestDefenseStyle, SuperMaxOutAmmo, SynchronizeWeapon, Timer, WantsZoomFade, WeaponCentered, WeaponChange, WeaponTick, ZeroFlashCount
Inherited Functions from Engine.Inventory
AttachToPawn, Destroyed, DetachFromPawn, DropFrom, GetHumanReadableName, GiveTo, HandlePickupQuery, NextWeapon, OwnerEvent, PickupFunction, PrevWeapon, PrioritizeArmor, RecommendWeapon, RenderOverlays, SelectNext, SetOwnerDisplay, StaticItemName, TravelPostAccept, TravelPreAccept, updaterelative, Use, WeaponChange


Variables Detail

AmmoCounter Source code

var ScriptedTexture AmmoCounter;

AmmoLEDBGColor Source code

var color AmmoLEDBGColor;

AmmoLEDColor Source code

var color AmmoLEDColor;

AmmoLEDDigits Source code

var int AmmoLEDDigits;

AmmoLEDMaxDisplay Source code

var int AmmoLEDMaxDisplay;

AmmoLEDOffColor Source code

var color AmmoLEDOffColor;

bCamMode Source code

var bool bCamMode;

CornerFade Source code

var float CornerFade;

LastRenderOverlaysTime Source code

var float LastRenderOverlaysTime;

ZoomInFrameColor Source code

var color ZoomInFrameColor;


Functions Detail

AddAmmo Source code

simulated function bool AddAmmo ( int AmmoToAdd, int Mode) )

BestMode Source code

function byte BestMode ( ) )

ClientStartFire Source code

simulated function ClientStartFire ( int Mode) )

ClientStopFire Source code

simulated function ClientStopFire ( int Mode) )

ClientWeaponThrown Source code

simulated function ClientWeaponThrown ( ) )

ConsumeAmmo Source code

simulated function bool ConsumeAmmo ( int Mode, float Load, optional bool bAmountNeededIsMax) )

CreateAmmoCounter Source code

static function Shader CreateAmmoCounter ( Actor Target) )

Destroyed Source code

simulated function Destroyed ( ) )

DisposeAmmoCounter Source code

static function DisposeAmmoCounter ( Actor Target, Shader AmmoShader) )

DrawAmmoLED Source code

static function DrawAmmoLED ( ScriptedTexture Tex, int AmmoCount) )

DrawCorners Source code

simulated function DrawCorners ( Canvas C) )

DrawZoomFrame Source code

simulated function DrawZoomFrame ( Canvas C) )

FillToInitialAmmo Source code

simulated function FillToInitialAmmo ( ) )

GetAIRating Source code

function float GetAIRating ( ) )

GetZoomFOV Source code

simulated function float GetZoomFOV ( out float ZoomLevel) )

IncrementFlashCount Source code

simulated function IncrementFlashCount ( int Mode) )

MaxOutAmmo Source code

simulated function MaxOutAmmo ( ) )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

PutDown Source code

simulated function bool PutDown ( ) )

RenderOverlays Source code

simulated event RenderOverlays ( Canvas C) )

RenderTexture Source code

simulated function RenderTexture ( ScriptedTexture Tex) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )

SuperMaxOutAmmo Source code

simulated function SuperMaxOutAmmo ( ) )

UpdateAmmoCounter Source code

simulated function UpdateAmmoCounter ( ) )


Defaultproperties

defaultproperties
{
	ItemName     = "BFRL10k"
	Description  = "Just a big f***ing rocket launcher."
	IconMaterial = Texture'BFRLIcons'
	IconCoords   = (X1=3,Y1=10,X2=82,Y2=49)


	PickupClass      = class'BFRLPickup'
	AttachmentClass  = class'BFRLAttachment'
	FireModeClass(0) = class'BFRLFire'
	FireModeClass(1) = class'SniperZoom'
	InventoryGroup   =  0
	GroupOffset      =  3
	Priority         = 15
	AIRating         =  0.85
	CurrentRating    =  0.85


	
	AmmoLEDColor      = (R=255,G=255,B=255,A=255)
	AmmoLEDOffColor   = (R=0,G=160,B=0,A=255)
	AmmoLEDBGColor    = (R=0,G=255,B=0,A=255)
	AmmoLEDDigits     = 2
	AmmoLEDMaxDisplay = 99



	bNetNotify = True


	SelectSound = Sound'WeaponSounds.FlakCannon.SwitchToFlakCannon'
	SelectForce = "SwitchToFlakCannon"
	PutDownAnim = PutDown


	DisplayFOV       = 45
	DrawScale        = 1.0
	AmbientGlow      = 64.0
	PlayerViewOffset = (X=100,Y=35.5,Z=-32.5)
	SmallViewOffset  = (X=116,Y=43.5,Z=-40.5)
	PlayerViewPivot  = (Pitch=0,Roll=0,Yaw=0)
	CenteredRoll     = 5500
	ZoomInFrameColor = (R=0,G=0,B=0,A=128)


	Mesh  = Mesh'ONSWeapons-A.AVRiL_1st'
	Skins = (AVRiLreticleTEX,BFRLShader)
	BringUpTime     = 0.45
	SelectAnimRate  = 2.0
	PutDownAnimRate = 1.75
}



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Creation time: Sa 23.8.2014 09:18:06.680 - Created with UnCodeX