- Extends
- Inventory
- Modifiers
- abstract native nativereplication HideDropDown CacheExempt
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Inventory
|
+-- Engine.Weapon
Direct Known Subclasses:
AssaultRifle, BallLauncher, BetrayalMercuryLauncher, BFRL10k, BioRifle, ClassicSniperRifle, FlakCannon, JBFreezer, LinkGun, Minigun, ONSAVRiL, ONSGrenadeLauncher, ONSMineLayer, Painter, Redeemer, RocketLauncher, ShieldGun, ShockRifle, SniperRifle, TransLauncher, Weapon_Sentinel, Weapon_SpaceFighter, Weapon_Turret, Weapon_Turret_IonCannon, Weapon_Turret_Minigun
Inherited Variables from Engine.Inventory |
AttachmentClass, bDisplayableInv, bDrawingFirstPerson, BobDamping, bTossedOut, Charge, GroupOffset, IconCoords, IconMaterial, InventoryGroup, ItemName, PickupClass, PlayerViewOffset, PlayerViewPivot, ThirdPersonActor |
Inherited Variables from Engine.Actor |
Acceleration, AccumKarmaAngleError, ActorRenderData, AmbientGlow, AmbientSound, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bActorShadows, bAlreadyPrecachedMaterials, bAlreadyPrecachedMeshes, bAlwaysFaceCamera, bAlwaysRelevant, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAttenByLife, bAutoAlignToTerrain, bBadStateCode, bBlockActors, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockProjectiles, bBlocksTeleport, bBlockZeroExtentTraces, bBounce, bCanBeDamaged, bCanTeleport, bClientAnim, bClientAuthoritative, bClientDemoNetFunc, bClientDemoRecording, bClientTrigger, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeferRendering, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDetailAttachment, bDirectional, bDirectionalCorona, bDisableSorting, bDisturbFluidSurface, bDramaticLighting, bDynamicLight, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForceSkelUpdate, bFullVolume, bGameRelevant, bHardAttach, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bIgnoreTerminalVelocity, bIgnoreVehicles, bInterpolating, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNoDelete, bNoRepMesh, bNotifyLocalPlayerTeamReceived, bNotOnDedServer, bObsolete, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOrientToVelocity, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bShouldBaseAtStartup, bShouldStopKarma, bShowOctreeNodes, bSkipActorPropertyReplication, bSmoothKarmaStateUpdates, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTicked, bTimerLoop, bTraceWater, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseCollisionStaticMesh, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, ClientOverlayCounter, ClientOverlayTimer, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, ExcludeTag[8], FluidSurfaceShootStrengthMod, ForcedVisibilityZoneTag, ForceNoise, ForceRadius, ForceScale, ForceType, Group, HardRelMatrix, HighDetailOverlay, InitialState, Instigator, Inventory, JoinedTag, KParams, KStepTag, LastRenderTime, LatentFloat, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, MaxLights, Mesh, MeshInstance, MessageClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, OverlayMaterial, OverlayTimer, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SoundPitch, SoundRadius, SoundVolume, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, SurfaceType, Tag, Texture, TimerCounter, TimerRate, Touching, TransientSoundRadius, TransientSoundVolume, UV2Mode, UV2Texture, Velocity, XLevel |
Enumerations Summary |
EWeaponClientState WS_None,
WS_Hidden,
WS_BringUp,
WS_PutDown,
WS_ReadyToFire |
Inherited Enumerations from Engine.Actor |
EDoubleClickDir, EDrawType, EFilterState, EFlagState, EForceType, eKillZType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ESurfaceTypes, ETravelType, EUV2Mode |
Inherited Structures from Engine.Actor |
ActorRenderDataPtr, AnimRep, BatchReference, FireProperties, KRBVec, KRigidBodyState, KSimParams, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr |
Functions Summary |
| bool | AddAmmo (int AmmoToAdd, int Mode))
|
| | AdjustPlayerDamage (out int Damage, Pawn InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType))
|
| | AltFire (float F))
|
| int | AmmoAmount (int mode))
|
| bool | AmmoMaxed (int mode))
|
| class<Pickup> | AmmoPickupClass (int mode))
|
| float | AmmoStatus (optional int Mode))
|
| | AnimEnd (int channel))
|
| | BeginState ())) PendingClientWeaponSet |
| byte | BestMode ()))
|
| bool | BotFire (bool bFinished, optional name FiringMode))
|
| | BringUp (optional Weapon PrevWeapon))
|
| bool | CanAttack (Actor Other))
|
| bool | CanHeal (Actor Other))
|
| bool | CanThrow ()))
|
| vector | CenteredEffectStart ()))
|
| float | ChargeBar ()
|
| | CheckOutOfAmmo ()))
|
| bool | CheckReflect (Vector HitLocation, out Vector RefNormal, int AmmoDrain ))
|
| | CheckSuperBerserk ()))
|
| | ClientForceAmmoUpdate (int Mode, int NewAmount))
|
| | ClientPlayForceFeedback (String EffectName ))
|
| | ClientStartFire (int Mode))
|
| | ClientStopFire (int Mode))
|
| | ClientWeaponSet (bool bPossiblySwitch))
|
| | ClientWeaponThrown ()))
|
| | ClientWriteFire (string Result))
|
| | ClientWriteStats (byte Mode, bool bMatch, bool bAllowFire, bool bDelay, bool bAlt, float wait))
|
| bool | ConsumeAmmo (int Mode, float load, optional bool bAmountNeededIsMax))
|
| float | DesireAmmo (class<Inventory> NewAmmoClass, bool bDetour))
|
| | Destroyed ()))
|
| | DetachFromPawn (Pawn P))
|
| | DisplayDebug (Canvas Canvas, out float YL, out float YPos))
|
| | DoAutoSwitch ()))
|
| | DoReflectEffect (int Drain))
|
| | DrawWeaponInfo (Canvas C)
|
| | DropFrom (vector StartLocation))
|
| | EndState ())) PendingClientWeaponSet |
| | FillToInitialAmmo ()))
|
| | Fire (float F))
|
| | FireHack (byte Mode)
|
| bool | FireOnRelease ()))
|
| bool | FocusOnLeader (bool bLeaderFiring))
|
| float | GetAIRating ()))
|
| class<Ammunition> | GetAmmoClass (int mode))
|
| | GetAmmoCount (out float MaxAmmoPrimary, out float CurAmmoPrimary))
|
| float | GetDamageRadius ()))
|
| class<DamageType> | GetDamageType ()
|
| vector | GetEffectStart ()))
|
| WeaponFire | GetFireMode (byte Mode ))
|
| vector | GetFireStart (vector X, vector Y, vector Z))
|
| | GetViewAxes (out vector xaxis, out vector yaxis, out vector zaxis ))
|
| | GiveAmmo (int m, WeaponPickup WP, bool bJustSpawned))
|
| | GiveTo (Pawn Other, optional Pickup Pickup))
|
| | HackPlayFireSound ()))
|
| bool | HandlePickupQuery (pickup Item ))
|
| bool | HasAmmo ()))
|
| | HolderDied ()))
|
| | ImmediateStopFire ()))
|
| | IncrementFlashCount (int Mode))
|
| | InitWeaponFires ()
|
| bool | IsFiring ()))
|
| bool | IsRapidFire ()))
|
| | Loaded ()
|
| int | MaxAmmo (int mode))
|
| | MaxOutAmmo ()))
|
| bool | NeedAmmo (int mode))
|
| | NewDrawWeaponInfo (Canvas C, float YPos)
|
| Weapon | NextWeapon (Weapon CurrentChoice, Weapon CurrentWeapon))
|
| | OutOfAmmo ()))
|
| | PawnUnpossessed ()
|
| | PlayIdle ()))
|
| | PostBeginPlay ()))
|
| | PostNetReceive ()))
|
| | PreDrawFPWeapon ()
|
| Weapon | PrevWeapon (Weapon CurrentChoice, Weapon CurrentWeapon))
|
| bool | PutDown ()))
|
| float | RangedAttackTime ()))
|
| float | RateSelf ()))
|
| bool | ReadyToFire (int Mode))
|
| bool | RecommendLongRangedAttack ()))
|
| bool | RecommendRangedAttack ()))
|
| bool | RecommendSplashDamage ()))
|
| Weapon | RecommendWeapon (out float rating ))
|
| float | RefireRate ()))
|
| | RenderOverlays (Canvas Canvas ))
|
| | Reselect ()))
|
| | ServerStartFire (byte Mode))
|
| | ServerStopFire (byte Mode))
|
| | SetAITarget (Actor T)
|
| | SetGRI (GameReplicationInfo G))
|
| | SetHand (float InHand))
|
| bool | ShootHoop (Controller B, Vector ShootLoc))
|
| bool | ShouldFireWithoutTarget ()))
|
| bool | SplashDamage ()))
|
| bool | SplashJump ()))
|
| | StartBerserk ()))
|
| | StartDebugging ()))
|
| bool | StartFire (int Mode))
|
| | StopBerserk ()))
|
| | StopFire (int Mode))
|
| | StopForceFeedback (String EffectName ))
|
| float | SuggestAttackStyle ()))
|
| float | SuggestDefenseStyle ()))
|
| | SuperMaxOutAmmo ()))
|
| | SynchronizeWeapon (Weapon ClientWeapon))
|
| | Timer ()))
|
| | Timer ())) PendingClientWeaponSet |
| bool | WantsZoomFade ()))
|
| bool | WeaponCentered ()))
|
| Weapon | WeaponChange (byte F, bool bSilent ))
|
| | WeaponTick (float dt)
|
| | ZeroFlashCount (int Mode))
|
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 |
Inherited Functions from Engine.Actor |
*, +, -, AddToPackageMap, AdjustVolume, AllActors, AllowMusicPlayback, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, AnimStopLooping, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BlocksShotAt, BoneRefresh, BroadcastLocalizedMessage, Bump, CanSplash, ChangeBaseParamsFeedbackEffect, ChangeSpringFeedbackEffect, CheckForErrors, CheckMaxEffectDistance, ChildActors, ClearStayingDebugLines, ClientTrigger, Clock, CollidingActors, ConsoleCommand, CopyObjectToClipboard, Crash, CurrentLIPSincAnim, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, DisplayDebug, DrawDebugCircle, DrawDebugLine, DrawDebugSphere, DrawStayingDebugLine, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishedInterpolation, FinishInterpolation, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAllInt, GetAllIntDesc, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClosestBone, GetCollisionExtent, GetDebugName, GetHumanReadableName, GetLocalString, GetMapName, GetMeshName, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, GetSoundDuration, GetURLMap, GetUrlOption, HasAnim, HasLIPSincAnim, HealDamage, HitWall, HurtRadius, IsAnimating, IsInPain, IsInVolume, IsJoinedTo, IsPlayingLIPSincAnim, IsStationary, IsTweening, KAddAngularImpulse, KAddBoneLifter, KAddImpulse, KApplyForce, KDisableCollision, KDrawRigidBodyState, KEnableCollision, KFreezeRagdoll, KGetActorGravScale, KGetCOMOffset, KGetCOMPosition, KGetDampingProps, KGetFriction, KGetImpactThreshold, KGetInertiaTensor, KGetMass, KGetRBQuaternion, KGetRestitution, KGetRigidBodyState, KGetSimParams, KGetSkelMass, KilledBy, KImpact, KIsAwake, KIsRagdollAvailable, KMakeRagdollAvailable, KRBVecFromVector, KRBVecToVector, KRemoveAllBoneLifters, KRemoveLifterFromBone, KScaleJointLimits, KSetActorGravScale, KSetBlockKarma, KSetCOMOffset, KSetDampingProps, KSetFriction, KSetImpactThreshold, KSetInertiaTensor, KSetMass, KSetRestitution, KSetSimParams, KSetSkelVel, KSetStayUpright, KSetStayUprightParams, KSkelConvulse, KUpdateState, KVelDropBelow, KWake, Landed, LinkMesh, LinkSkelAnim, LIPSincAnimEnd, LockRootMotion, LoopAnim, LostChild, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, NearSpot, NotifyLocalPlayerDead, NotifyLocalPlayerTeamReceived, OnlyAffectPawns, PauseStream, PawnBaseDied, PhysicsVolumeChange, PlayAnim, PlayerCanSeeMe, PlayFeedbackEffect, PlayLIPSincAnim, PlayMusic, PlayOwnedSound, PlaySound, PlayStream, PlayTeleportEffect, PostBeginPlay, PostLoadSavedGame, PostNetBeginPlay, PostNetReceive, PostTeleport, PostTouch, POVChanged, PreBeginPlay, PrecacheAnnouncer, PreSaveGame, PreTeleport, RadiusActors, RanInto, RecoverFromBadStateCode, RenderOverlays, RenderTexture, Reset, ResetStaticFilterState, SeekStream, SelfTriggered, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDelayedDamageInstigatorController, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetLocation, SetOverlayMaterial, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTimer, ShouldBeHidden, Sleep, Spawn, SpecialHandling, StartInterpolation, StopAllMusic, StopAnimating, StopFeedbackEffect, StopLIPSincAnim, StopMusic, StopStream, SuggestFallVelocity, TakeDamage, TeamLink, TextToSpeech, Tick, Timer, TimerPop, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TraceThisActor, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnClock, UnTouch, UnTrigger, UntriggerEvent, UpdateAnnouncements, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes, UpdateURL, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange |
const NUM_FIRE_MODES = 2;
var int AmmoCharge[2];
var bool bBerserk;
var bool bDebugging;
var bool bEndOfRound;
var bool bInitOldMesh;
var bool bMatchWeapons;
var bool bNoAmmoInstances;
var bool bNoInstagibReplace;
var bool bNotInDemo;
var bool bNoVoluntarySwitch;
var transient bool bPendingSwitch;
var float BringUpTime;
var bool bShowChargingBar;
var bool bSpectated;
var config bool bUseOldWeaponMesh;
var float CurrentRating;
var config int CustomCrosshair;
var config
color CustomCrossHairColor;
var config float CustomCrossHairScale;
CustomCrossHairTexture Source code
var
texture CustomCrossHairTexture;
CustomCrossHairTextureName Source code
var config string CustomCrossHairTextureName;
var
class<
Weapon> DemoReplacement;
var float DownDelay;
var float Hand;
var float MinReloadPct;
var Mesh OldMesh;
var string OldPickup;
var float PutDownTime;
var float RenderedHand;
FirstPerson
var(FirstPerson) float CenteredOffsetY;
var(FirstPerson) int CenteredRoll;
var(FirstPerson) int CenteredYaw;
var(FirstPerson) float DisplayFOV;
var(FirstPerson)
vector EffectOffset;
var(FirstPerson)
vector SmallEffectOffset;
var(FirstPerson)
vector SmallViewOffset;
OldFirstPerson
var(OldFirstPerson) float OldCenteredOffsetY;
var(OldFirstPerson) int OldCenteredRoll;
var(OldFirstPerson) int OldCenteredYaw;
var(OldFirstPerson) float OldDrawScale;
var(OldFirstPerson)
vector OldPlayerViewOffset;
var(OldFirstPerson)
rotator OldPlayerViewPivot;
var(OldFirstPerson)
vector OldSmallViewOffset;
Weapon
var(
Weapon)
float AimAnimRate;
var(
Weapon)
bool bForceSwitch;
var(
Weapon)
bool bMeleeWeapon;
var(
Weapon) deprecated
bool bNotInPriorityList;
var(
Weapon) deprecated
byte DefaultPriority;
var(
Weapon) localized cache
string Description;
var(
Weapon) config
byte ExchangeFireModes;
FireModeClass[NUM_FIRE_MODES] Source code
FireMode[NUM_FIRE_MODES] Source code
var(
Weapon)
float IdleAnimRate;
var(
Weapon) Localized
string MessageNoAmmo;
var(
Weapon) config
byte Priority;
var(
Weapon)
float PutDownAnimRate;
var(
Weapon)
float RestAnimRate;
var(
Weapon)
float RunAnimRate;
var(
Weapon)
float SelectAnimRate;
var(
Weapon)
String SelectForce;
function bool AddAmmo ( int AmmoToAdd, int Mode) )
simulated function AltFire ( float F) )
simulated function int AmmoAmount ( int mode) )
simulated function bool AmmoMaxed ( int mode) )
simulated function
class<
Pickup> AmmoPickupClass (
int mode) )
simulated function float AmmoStatus ( optional int Mode) )
simulated function AnimEnd ( int channel) )
BeginState PendingClientWeaponSet Source code
simulated function BeginState ( ) )
function byte BestMode ( ) )
function bool BotFire ( bool bFinished, optional name FiringMode) )
simulated function BringUp ( optional
Weapon PrevWeapon) )
function
bool CanAttack (
Actor Other) )
function
bool CanHeal (
Actor Other) )
simulated function bool CanThrow ( ) )
simulated function
vector CenteredEffectStart ( ) )
simulated function float ChargeBar ( )
simulated function CheckOutOfAmmo ( ) )
function
bool CheckReflect (
Vector HitLocation, out
Vector RefNormal,
int AmmoDrain ) )
simulated function CheckSuperBerserk ( ) )
simulated function ClientForceAmmoUpdate ( int Mode, int NewAmount) )
ClientPlayForceFeedback Source code
simulated function ClientPlayForceFeedback ( String EffectName ) )
simulated event ClientStartFire ( int Mode) )
simulated event ClientStopFire ( int Mode) )
simulated function ClientWeaponSet ( bool bPossiblySwitch) )
simulated function ClientWeaponThrown ( ) )
simulated function ClientWriteFire ( string Result) )
simulated function ClientWriteStats ( byte Mode, bool bMatch, bool bAllowFire, bool bDelay, bool bAlt, float wait) )
simulated function bool ConsumeAmmo ( int Mode, float load, optional bool bAmountNeededIsMax) )
simulated function
float DesireAmmo (
class<
Inventory> NewAmmoClass,
bool bDetour) )
simulated function Destroyed ( ) )
simulated function DetachFromPawn (
Pawn P) )
simulated function DisplayDebug (
Canvas Canvas, out
float YL, out
float YPos) )
simulated function DoAutoSwitch ( ) )
function DoReflectEffect ( int Drain) )
simulated function DrawWeaponInfo (
Canvas C )
function DropFrom (
vector StartLocation) )
EndState PendingClientWeaponSet Source code
simulated function EndState ( ) )
simulated function FillToInitialAmmo ( ) )
simulated function Fire ( float F) )
function FireHack ( byte Mode )
function bool FireOnRelease ( ) )
function bool FocusOnLeader ( bool bLeaderFiring) )
function float GetAIRating ( ) )
simulated function
class<
Ammunition> GetAmmoClass (
int mode) )
simulated function GetAmmoCount ( out float MaxAmmoPrimary, out float CurAmmoPrimary) )
function float GetDamageRadius ( ) )
simulated function
vector GetEffectStart ( ) )
simulated function
WeaponFire GetFireMode (
byte Mode ) )
function GiveAmmo (
int m,
WeaponPickup WP,
bool bJustSpawned) )
function HackPlayFireSound ( ) )
function
bool HandlePickupQuery (
pickup Item ) )
simulated function bool HasAmmo ( ) )
function HolderDied ( ) )
simulated function ImmediateStopFire ( ) )
simulated function IncrementFlashCount ( int Mode) )
native final function InitWeaponFires ( )
simulated function bool IsFiring ( ) )
function bool IsRapidFire ( ) )
simulated function Loaded ( )
simulated function int MaxAmmo ( int mode) )
simulated function MaxOutAmmo ( ) )
simulated function bool NeedAmmo ( int mode) )
simulated function NewDrawWeaponInfo (
Canvas C,
float YPos )
simulated function OutOfAmmo ( ) )
simulated function PawnUnpossessed ( )
simulated function PlayIdle ( ) )
simulated function PostBeginPlay ( ) )
simulated function PostNetReceive ( ) )
simulated function PreDrawFPWeapon ( )
simulated function bool PutDown ( ) )
function float RangedAttackTime ( ) )
simulated function float RateSelf ( ) )
simulated function bool ReadyToFire ( int Mode) )
RecommendLongRangedAttack Source code
function bool RecommendLongRangedAttack ( ) )
function bool RecommendRangedAttack ( ) )
function bool RecommendSplashDamage ( ) )
simulated function
Weapon RecommendWeapon ( out
float rating ) )
function float RefireRate ( ) )
simulated function Reselect ( ) )
event ServerStartFire ( byte Mode) )
function ServerStopFire ( byte Mode) )
function SetAITarget (
Actor T )
simulated function SetHand ( float InHand) )
ShouldFireWithoutTarget Source code
function bool ShouldFireWithoutTarget ( ) )
function bool SplashDamage ( ) )
function bool SplashJump ( ) )
simulated function StartBerserk ( ) )
function StartDebugging ( ) )
simulated function bool StartFire ( int Mode) )
simulated function StopBerserk ( ) )
simulated event StopFire ( int Mode) )
simulated function StopForceFeedback ( String EffectName ) )
function float SuggestAttackStyle ( ) )
function float SuggestDefenseStyle ( ) )
simulated function SuperMaxOutAmmo ( ) )
function SynchronizeWeapon (
Weapon ClientWeapon) )
simulated function Timer ( ) )
Timer PendingClientWeaponSet Source code
simulated function Timer ( ) )
simulated function bool WantsZoomFade ( ) )
simulated function bool WeaponCentered ( ) )
simulated function
Weapon WeaponChange (
byte F,
bool bSilent ) )
simulated event WeaponTick ( float dt )
simulated function ZeroFlashCount ( int Mode) )
defaultproperties
{
DrawType=DT_Mesh
Style=STY_Normal
PlayerViewOffset=(X=0,Y=0,Z=0)
InventoryGroup=1
FireModeClass(0)=None
FireModeClass(1)=None
IdleAnim=Idle
RestAnim=Rest
AimAnim=Aim
RunAnim=Run
SelectAnim=Select
PutDownAnim=Down
IdleAnimRate=1.0
RestAnimRate=1.0
AimAnimRate=1.0
RunAnimRate=1.0
MessageNoAmmo=" has no ammo"
DisplayFOV=90.0
bCanThrow=true
AIRating=0.5
CurrentRating=0.5
AttachmentClass=class'WeaponAttachment'
NetPriority=3.0
ScaleGlow=1.5
AmbientGlow=20
MaxLights=6
SoundVolume=255
HudColor=(r=255,g=255,b=0,a=255)
CenteredOffsetY=-10.0
CenteredRoll=2000
CenteredYaw=0
bUseOldWeaponMesh=False
ExchangeFireModes=0
CustomCrosshair=0
CustomCrossHairColor=(R=255,G=255,B=255,A=255)
CustomCrossHairScale=+1.0
CustomCrossHairTexture=None
CustomCrossHairTextureName="Crosshairs.Hud.Crosshair_Cross1"
OldCenteredOffsetY=-10.0
OldCenteredRoll=2000
OldCenteredYaw=0
OldDrawScale=+1.0
SelectAnimRate=1.3636
PutDownAnimRate=1.3636
BringUpTime=+0.33
PutDownTime=+0.33
MinReloadPct=+0.5
NetUpdateFrequency=2
bNoAmmoInstances=true
bNetNotify=true
}
|
Creation time: Sa 23.8.2014 09:18:36.492 - Created with
UnCodeX