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JBToolbox2.JBFreezer

Extends
Weapon
Modifiers
cacheexempt notplaceable

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- JBToolbox2.JBFreezer

Constants Summary
Inherited Contants from Engine.Weapon
NUM_FIRE_MODES

Variables Summary
TAnimStateAnimStateOwner
TAnimStateAnimStateWeaponFirst
TAnimStateAnimStateWeaponThird
ControllerControllerOwner
JBEmitterFreezeEmitterFreeze
InventoryInventorySaved
PawnPawnOwner
WeaponWeapon
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

Structures Summary
TAnimState
Sequence[4], Frame[4], Rate[4]

Functions Summary
event Destroyed ()))
function DrawWeaponInfo (Canvas Canvas))
function FreezeAnim (Actor Actor, out TAnimState AnimState))
functionclass<AmmunitionGetAmmoClass (int Mode))
function GetAmmoCount (out float MaxAmmoPrimary, out float CurAmmoPrimary))
function HolderDied ()))
function NewDrawWeaponInfo (Canvas Canvas, float PosY))
functionWeapon NextWeapon (Weapon WeaponChoice, Weapon WeaponCurrent))
event PostBeginPlay ()))
function PostNetBeginPlay ()))
functionWeapon PrevWeapon (Weapon WeaponChoice, Weapon WeaponCurrent))
functionWeapon RecommendWeapon (out float Rating))
function RenderOverlays (Canvas Canvas))
function RestoreAnim (Actor Actor, TAnimState AnimState, optional bool bKeepFrozen))
function SetOverlayMaterial (Material MaterialOverlay, float TimeOverlay, bool bOverride))
event Tick (float TimeDelta))
event Timer ()))
functionWeapon WeaponChange (byte Group, bool bSilent))
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

AnimStateOwner Source code

var private TAnimState AnimStateOwner;

AnimStateWeaponFirst Source code

var private TAnimState AnimStateWeaponFirst;

AnimStateWeaponThird Source code

var private TAnimState AnimStateWeaponThird;

ControllerOwner Source code

var private Controller ControllerOwner;

EmitterFreeze Source code

var private JBEmitterFreeze EmitterFreeze;

InventorySaved Source code

var private Inventory InventorySaved;

PawnOwner Source code

var private Pawn PawnOwner;

Weapon Source code

var private Weapon Weapon;


Structures Detail

TAnimState Source code

struct TAnimState
{
var float Frame[4];
var float Rate[4];
var name Sequence[4];
};



Functions Detail

Destroyed Source code

event Destroyed ( ) )

DrawWeaponInfo Source code

simulated function DrawWeaponInfo ( Canvas Canvas) )

FreezeAnim Source code

simulated function FreezeAnim ( Actor Actor, out TAnimState AnimState) )

GetAmmoClass Source code

simulated function class<Ammunition> GetAmmoClass ( int Mode) )

GetAmmoCount Source code

simulated function GetAmmoCount ( out float MaxAmmoPrimary, out float CurAmmoPrimary) )

HolderDied Source code

function HolderDied ( ) )

NewDrawWeaponInfo Source code

simulated function NewDrawWeaponInfo ( Canvas Canvas, float PosY) )

NextWeapon Source code

simulated function Weapon NextWeapon ( Weapon WeaponChoice, Weapon WeaponCurrent) )

PostBeginPlay Source code

event PostBeginPlay ( ) )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

PrevWeapon Source code

simulated function Weapon PrevWeapon ( Weapon WeaponChoice, Weapon WeaponCurrent) )

RecommendWeapon Source code

simulated function Weapon RecommendWeapon ( out float Rating) )

RenderOverlays Source code

simulated function RenderOverlays ( Canvas Canvas) )

RestoreAnim Source code

simulated function RestoreAnim ( Actor Actor, TAnimState AnimState, optional bool bKeepFrozen) )

SetOverlayMaterial Source code

simulated function SetOverlayMaterial ( Material MaterialOverlay, float TimeOverlay, bool bOverride) )

Tick Source code

simulated event Tick ( float TimeDelta) )

Timer Source code

event Timer ( ) )

WeaponChange Source code

simulated function Weapon WeaponChange ( byte Group, bool bSilent) )


Defaultproperties

defaultproperties
{
  bOnlyRelevantToOwner=False
  bAlwaysRelevant=True
}

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Creation time: Do 14.8.2014 09:58:10.658 - Created with UnCodeX