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Onslaught.ONSTankSecondaryTurretPawn

Extends
ONSWeaponPawn

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

Direct Known Subclasses:

ONSTankSecondaryTurretPawn_IonPlasma

Constants Summary
Inherited Contants from Onslaught.ONSWeaponPawn
FilterFrames

Variables Summary
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
Inherited Variables from Engine.Vehicle
AIMoveCheckTime, AutoTurretControllerClass, bAdjustDriversHead, bAllowViewChange, bAllowWeaponToss, bAutoTurret, bCanCarryFlag, bCanDoTrickJumps, bCanFlip, bCanHover, bDefensive, bDesiredBehindView, bDrawDriverInTP, bDrawMeshInFP, bDrawVehicleShadow, bDriverCollideActors, bDriverHoldsFlag, bDriving, bDropDetail, bEjectDriver, bEnemyLockedOn, bEnterringUnlocks, bFollowLookDir, bFPNoZFromCameraPitch, bHasHandbrake, bHasRadar, bHideRemoteDriver, bHighScoreKill, bHUDTrackVehicle, bKeyVehicle, bNoFriendlyFire, bNonHumanControl, bOldDriving, bPCRelativeFPRotation, bRelativeExitPos, bRemoteControlled, bScriptedRise, bSeparateTurretFocus, bShowChargingBar, bShowDamageOverlay, bSpawnProtected, bStalled, bTeamLocked, bTurnInPlace, BulletSounds, bVehicleDestroyed, bVehicleShadows, bWeaponisAltFiring, bWeaponisFiring, bZeroPCRotOnEntry, CameraSpeed, CenterSpringForce, CenterSpringRangePitch, CenterSpringRangeRoll, CrushedDamageType, DesiredTPCamDistance, DriveAnim, DrivePos, Driver, DriverDamageMult, DriveRot, DriverViewPitch, DriverViewYaw, EjectMomentum, EntryPosition, EntryRadius, ExitPositions, FlagBone, FlagOffset, FlagRotation, FPCamPos, FPCamViewOffset, HornSounds, HUDOverlay, HUDOverlayClass, HUDOverlayFOV, HUDOverlayOffset, LastCameraCalcTime, LastHornTime, LastLockWarningTime, LinkHealMult, LockOnClassString, LockWarningInterval, MaxDesireability, MaxViewPitch, MaxViewYaw, MinRunOverSpeed, MomentumMult, myMarker, NextVehicle, NoEntryTexture, ObjectiveGetOutDist, OldSteering, OldTeam, ParentFactory, PlayerEnterredRotation, PlayerStartTime, PrevTeam, RanOverDamageType, RanOverSound, Rise, ShadowCullDistance, ShadowMaxTraceDist, SpawnOverlay[2], Steering, StolenAnnouncement, StolenSound, StuckCount, StuckTime, Team, TeamBeaconBorderMaterial, TeamBeaconTexture, TeamUseTime, Throttle, ThrottleTime, TPCamDistance, TPCamDistRange, TPCamLookat, TPCamWorldOffset, TransEffects[2], VehicleDescription, VehicleDrowningDamType, VehicleIcon, VehicleLostTime, VehicleMovingTime, VehicleNameString, VehiclePositionString, VehicleShadow, WaterDamage, WheelsScale

Structures Summary
Inherited Structures from Engine.Vehicle
SVehicleIcon

Functions Summary
function AltFire (optional float F))
function ClientKDriverLeave (PlayerController PC))
function ClientVehicleCeaseFire (bool bWasAltFire))
function ShouldTargetMissile (Projectile P))
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
Inherited Functions from Engine.Vehicle
ActivateOverlay, AdjustDriverDamage, AdjustedStrength, AlternateTarget, AltFire, AttachDriver, AttachFlag, BotDesireability, ChangedReservation, ChargeBar, CheatFly, CheatGhost, CheatWalk, CheckForHeadShot, CheckSuperBerserk, CheckTauntValid, ClientClearController, ClientKDriverEnter, ClientKDriverLeave, ClientPlayForceFeedback, ClientVehicleCeaseFire, Destroyed, Destroyed_HandleDriver, DetachDriver, Died, DisplayDebug, DriverDied, DriverLeft, DriverRadiusDamage, DrivingStatusChanged, EjectDriver, EncroachedBy, EncroachingOn, FaceRotation, FindEntryVehicle, FindValidTaunt, Fire, FixPCRotation, Flip, GetBestEntry, GetBotPassenger, GetCameraLocationStart, GetInstigator, GetMoveTargetFor, GetSpree, GetTeamNum, GetTurrets, GetVehiclePositionString, HasOccupiedTurret, HealDamage, ImportantVehicle, IncomingMissile, IncrementSpree, IndependentVehicle, IsArtillery, IsVehicleEmpty, KDriverEnter, KDriverLeave, LockOnWarning, NeedsFlip, NewReservationCostMultiplier, NextWeapon, NotifyEnemyLockedOn, NotifyEnemyLostLock, NumPassengers, Occupied, OpenPositionFor, PlaceExitingDriver, PlayDying, PlayerChangedTeam, PlayTakeHit, PlayTeleportEffect, PointOfView, PossessedBy, PostBeginPlay, POVChanged, PreBeginPlay, PrevWeapon, RanInto, ReservationCostMultiplier, ServerPlayHorn, SetAnimAction, SetBaseEyeheight, SetInitialState, SetReservation, SetTeamNum, SetWheelsScale, ShootMissile, ShootSpecial, ShouldTargetMissile, SpecialCalcBehindView, SpecialCalcFirstPersonView, SpecialCalcView, SpectatorSpecialCalcView, SpokenFor, Stalled, StaticPrecache, StopForceFeedback, StopWeaponFiring, StronglyRecommended, Suicide, TakeDamage, TakeWaterDamage, TeamChanged, TeamLink, TryToDrive, UnPossessed, UnStalled, UpdateEyeHeight, UpdateTiltForceFeedback, UsedBy, VehicleCeaseFire, VehicleFire, VehicleLocked, VerifyLock


Functions Detail

AltFire Source code

function AltFire ( optional float F) )

ClientKDriverLeave Source code

simulated function ClientKDriverLeave ( PlayerController PC) )

ClientVehicleCeaseFire Source code

function ClientVehicleCeaseFire ( bool bWasAltFire) )

ShouldTargetMissile Source code

function ShouldTargetMissile ( Projectile P) )


Defaultproperties

defaultproperties
{
	VehiclePositionString="in a Goliath turret"
	VehicleNameString="Goliath Minigun Turret"
	EntryPosition=(X=0,Y=0,Z=0)
	EntryRadius=130.0
	ExitPositions(0)=(X=0,Y=-200,Z=100)
	ExitPositions(1)=(X=0,Y=200,Z=100)
	GunClass=class'ONSTankSecondaryTurret'
	CameraBone=Object02
	FPCamPos=(X=0,Y=0,Z=0)
	FPCamViewOffset=(X=10,Y=0,Z=30)
	bFPNoZFromCameraPitch=False
	TPCamLookat=(X=-25,Y=0,Z=0)
	TPCamWorldOffset=(X=0,Y=0,Z=120)
	TPCamDistance=300
	DrivePos=(X=0.0,Y=0.0,Z=130.0)
	bDrawDriverInTP=False
	bDrawMeshInFP=True
	DriverDamageMult=0.0
	bHasAltFire=False
}

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Creation time: Do 14.8.2014 09:58:18.647 - Created with UnCodeX