- Extends
- Object
- Modifiers
- native
Core.Object
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+-- Engine.WeaponFire
Direct Known Subclasses:
BallTarget, FM_Turret_AltFire_Shield, FM_Turret_Minigun_AltFire, InstantFire, LinkFire, ONSAVRiLAltFire, ONSGrenadeAltFire, ONSMineLayerAltFire, PainterFire, PainterZoom, ProjectileFire, ShieldAltFire, ShieldFire, SniperZoom, TransRecall
Enumerations Summary |
ESpreadStyle SS_None,
SS_Random,
SS_Line,
SS_Ring |
Inherited Structures from Core.Object |
BoundingVolume, Box, Color, CompressedPosition, Coords, FloatBox, Guid, IntBox, InterpCurve, InterpCurvePoint, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, TMultiMap, Vector |
Functions Summary |
| Rotator | AdjustAim (Vector Start, float InAimError))
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| bool | AllowFire ()))
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| | BeginPlay ()
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| | ClientPlayForceFeedback (String EffectName ))
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| | DestroyEffects ()))
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| | DisplayDebug (Canvas Canvas, out float YL, out float YPos))
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| | DoFireEffect ()))
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| | DrawMuzzleFlash (Canvas Canvas))
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| | FlashMuzzleFlash ()))
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| vector | GetFireStart (vector X, vector Y, vector Z))
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| | InitEffects ()))
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| bool | IsFiring ()))
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| float | MaxRange ()))
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| | ModeDoFire ()))
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| | ModeHoldFire ()))
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| | ModeTick (float dt)
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| | PlayFireEnd ()))
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| | PlayFiring ()))
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| | PlayPreFire ()))
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| | PlayStartHold ()))
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| | PostBeginPlay ()))
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| | PostNetBeginPlay ()
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| | PreBeginPlay ()
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| | ServerPlayFiring ()))
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| | SetInitialState ()))
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| | SetTimer (float NewTimerRate, bool bLoop ))
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| | ShakeView ()))
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| actor | Spawn (class SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation
))
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| | StartBerserk ()))
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| | StartFiring ()))
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| | StartMuzzleSmoke ()))
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| | StartSuperBerserk ()))
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| | StopBerserk ()))
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| | StopFiring ()))
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| | StopForceFeedback (String EffectName ))
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| | Timer ()
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| Actor | Trace (out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent, optional out material Material
))
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| | Update (float dt))
|
Inherited Functions from Core.Object |
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AllObjects, Asc, Asin, Atan, BeginState, Caps, Ceil, Chr, Clamp, ClassIsChildOf, ClearConfig, ClockwiseFrom, Cos, Created, Cross, Disable, Divide, Dot, DynamicLoadObject, EatStr, Enable, EndState, Eval, Exp, FClamp, FindObject, FMax, FMin, FRand, GetAxes, GetEnum, GetItemName, GetPerObjectNames, GetPropertyText, GetReferencers, GetStateName, GetUnAxes, GotoState, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Invert, IsA, IsInState, IsOnConsole, IsSoaking, Left, Len, Lerp, Localize, Locs, Log, Loge, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, OrthoRotation, PlatformIs64Bit, PlatformIsMacOS, PlatformIsUnix, PlatformIsWindows, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, Repl, ReplaceText, ResetConfig, Right, RotRand, Round, SaveConfig, SetPropertyText, Sin, Smerp, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, StopWatch, StrCmp, Tan, VRand, VSize, Warn, ^, ^^, |, ||, ~, ~= |
var bool bInstantStop;
var bool bIsFiring;
var bool bNowWaiting;
var bool bServerDelayStartFire;
var bool bServerDelayStopFire;
var bool bTimerLoop;
var int FireCount;
var float NextFireTime;
var float NextTimerPop;
var float ServerStartFireTime;
var float TimerInterval;
var float TransientSoundRadius;
var float TransientSoundVolume;
WeaponFire
bRecommendSplashDamage Source code
simulated function bool AllowFire ( ) )
simulated function BeginPlay ( )
ClientPlayForceFeedback Source code
function ClientPlayForceFeedback ( String EffectName ) )
simulated function DestroyEffects ( ) )
simulated function DisplayDebug (
Canvas Canvas, out
float YL, out
float YPos) )
function DoFireEffect ( ) )
function FlashMuzzleFlash ( ) )
simulated function InitEffects ( ) )
function bool IsFiring ( ) )
function float MaxRange ( ) )
event ModeDoFire ( ) )
event ModeHoldFire ( ) )
event ModeTick ( float dt )
function PlayFireEnd ( ) )
function PlayFiring ( ) )
function PlayPreFire ( ) )
function PlayStartHold ( ) )
simulated function PostBeginPlay ( ) )
simulated function PostNetBeginPlay ( )
simulated function PreBeginPlay ( )
function ServerPlayFiring ( ) )
simulated event SetInitialState ( ) )
simulated function SetTimer ( float NewTimerRate, bool bLoop ) )
function ShakeView ( ) )
function
actor Spawn (
class<
actor> SpawnClass,
optional
actor SpawnOwner,
optional
name SpawnTag,
optional
vector SpawnLocation,
optional
rotator SpawnRotation
) )
function StartBerserk ( ) )
function StartFiring ( ) )
function StartMuzzleSmoke ( ) )
function StartSuperBerserk ( ) )
function StopBerserk ( ) )
function StopFiring ( ) )
function StopForceFeedback ( String EffectName ) )
event Timer ( )
function Update ( float dt) )
defaultproperties
{
TransientSoundVolume=+0.5
TransientSoundRadius=+400.0
PreFireAnim=PreFire
FireAnim=Fire
FireLoopAnim=FireLoop
FireEndAnim=FireEnd
ReloadAnim=Reload
PreFireAnimRate=1.0
FireAnimRate=1.0
FireLoopAnimRate=1.0
FireEndAnimRate=1.0
ReloadAnimRate=1.0
TweenTime=0.1
PreFireTime=0.0
FireRate=0.5
bModeExclusive=true
bSplashDamage=false
bRecommendSplashDamage=false
BotRefireRate=0.95
bTossed=false
bLeadTarget=false
bInstantHit=true
ProjectileClass=None
AimError=600
DamageAtten=1.0
}
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Creation time: Do 14.8.2014 09:58:29.350 - Created with
UnCodeX