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Onslaught.ONSManualGunPawn

Extends
ONSStationaryWeaponPawn

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.Vehicle
         |   
         +-- Onslaught.ONSWeaponPawn
            |   
            +-- Onslaught.ONSStationaryWeaponPawn
               |   
               +-- Onslaught.ONSManualGunPawn

Constants Summary
Inherited Contants from Onslaught.ONSWeaponPawn
FilterFrames

Variables Summary
Inherited Variables from Onslaught.ONSStationaryWeaponPawn
bPowered, DestructionEffectClass, RespawnTime
Inherited Variables from Onslaught.ONSWeaponPawn
AltFireImpulse, bCustomAiming, bHasAltFire, bHasAltFireImpulse, bHasFireImpulse, bHasOwnHealth, bHistoryWarmup, CameraBone, CameraHistory[FilterFrames], CrosshairColor, CrosshairTexture, CrosshairX, CrosshairY, CustomAim, DebugInfo, DestroyEffectClass, FireImpulse, Gun, GunClass, GunnerPos, GunnerRot, NextHistorySlot, PitchAccel, VehicleBase, YawAccel

Functions Summary
function ActivateOverlay (bool bActive))
Inherited Functions from Onslaught.ONSStationaryWeaponPawn
AltFire, BeginState, CheckSuperBerserk, ClientKDriverLeave, ClientTrigger, ClientVehicleCeaseFire, Died, EndState, IndependentVehicle, PostBeginPlay, PostNetReceive, Reset, SetTeamNum, TeamChanged, Timer, TryToDrive, UpdatePrecacheMaterials, VehicleLocked
Inherited Functions from Onslaught.ONSWeaponPawn
AltFire, ApplyFireImpulse, AttachDriver, AttachFlag, AttachToVehicle, BaseChange, BeginPlay, CanAttack, ChargeBar, ChooseFireAt, ClientKDriverEnter, ClientKDriverLeave, ClientVehicleCeaseFire, Destroyed, DetachDriver, Died, DisplayDebug, DrawHUD, DriverDied, EncroachedBy, Fire, FireOnRelease, GetAimTarget, GetCameraLocationStart, GetMoveTargetFor, GetVehicleBase, HasUDamage, HasWeapon, IndependentVehicle, IsFiring, KDriverEnter, KDriverLeave, LimitPitch, NeedToTurn, PlaceExitingDriver, PossessedBy, PostNetBeginPlay, PostNetReceive, ProjectilePostRender2D, RefireRate, ServerChangeDriverPosition, SetTeamNum, SpecialCalcFirstPersonView, StaticPrecache, SwitchWeapon, TakeDamage, TeamChanged, TeamLink, TooCloseToAttack, TryToDrive, UpdateRocketAcceleration, VehicleCeaseFire


Functions Detail

ActivateOverlay Source code

simulated function ActivateOverlay ( bool bActive) )


Defaultproperties

defaultproperties
{
	bPathColliding=true
    Mesh=Mesh'ONSWeapons-A.NewManualGun'
    StaticMesh=StaticMesh'ONSDeadVehicles-SM.MANUALbaseGunDEAD'
    GunClass=class'Onslaught.ONSManualGun'
    bDrawDriverinTP=True
    DrivePos=(X=-50,Z=48)
	FPCamPos=(X=-27,Y=0,Z=26)
	CameraBone=TurretCockpit
	TPCamLookAt=(X=-200,Y=0,Z=220)
	TPCamDistance=450
    EntryPosition=(X=0,Y=0,Z=0)
    EntryRadius=175.0
    Health=450
    HealthMax=450
    DriverDamageMult=0.0
    Team=255
    HUDOverlayClass=class'Onslaught.ONSManualGunOverlay'
    HUDOverlayOffset=(X=60,Y=0,Z=-25)
    HUDOverlayFOV=45
}

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Creation time: Do 14.8.2014 09:58:17.369 - Created with UnCodeX