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Onslaught.ONSWeapon

Extends
Actor
Modifiers
native nativereplication abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Onslaught.ONSWeapon

Direct Known Subclasses:

DracoFlamethrowerGun, DracoRocketPack, HoverTankWeapon, ONSArtilleryCannon, ONSArtillerySideGun, ONSAttackCraftGun, ONSBombDropper, ONSDualACGatlingGun, ONSHoverBikePlasmaGun, ONSHoverTankCannon, ONSLinkableWeapon, ONSManualGun, ONSMASCannon, ONSMASRocketPack, ONSMASSideGun, ONSPRVRearGun, ONSPRVSideGun, ONSRVWebLauncher, ONSShockTankCannon, ONSTankSecondaryTurret, PersesRocketPack

Constants Summary
Inherited Contants from Engine.Actor
MAXSTEPHEIGHT, MINFLOORZ
Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Standalone, RF_Transactional, RF_Transient

Variables Summary
ONSWeaponAIInfoAIInfo[2]
floatAimLockReleaseTime
floatAimTraceRange
ONSWeaponAmbientEmitterAmbientEffectEmitter
boolbActive
boolbCallInstigatorPostRender
boolbCorrectAim
boolbDoOffsetTrace
boolbForceCenterAim
boolbInstantRotation
boolbIsAltFire
boolbIsRepeatingFF
boolbShowChargingBar
rotatorCurrentAim
vectorCurrentHitLocation
intDamageMax
intDamageMin
class<DamageType>DamageType
stringDebugInfo
EmitterEffectEmitter
floatFireCountdown
byteFlashCount
EmitterFlashEmitter
byteHitCount
vectorLastHitLocation
rotatorLastRotation
floatMomentum
byteOldFlashCount
byteOldHitCount
array<Projectile>Projectiles
floatRotateSoundThreshold
floatRotationsPerSecond
FirePropertiesSavedFireProperties[2]
floatSpread
byteTeam
floatTraceRange
vectorWeaponFireLocation
rotatorWeaponFireRotation
vectorWeaponOffset
floatYawConstraintDelta
ONSWeapon
stringAltFireForce
floatAltFireInterval
class<Projectile>AltFireProjectileClass
soundAltFireSoundClass
floatAltFireSoundRadius
floatAltFireSoundVolume
class<ONSWeaponAmbientEmitter>AmbientEffectEmitterClass
floatAmbientSoundScaling
boolbAimable
boolbAmbientAltFireSound
boolbAmbientFireSound
boolbDualIndependantTargeting
boolbInheritVelocity
boolbInstantFire
MaterialBlueSkin
boolbReflective
boolbShowAimCrosshair
floatDualFireOffset
class<Emitter>EffectEmitterClass
stringFireForce
floatFireInterval
floatFireIntervalAimLock
soundFireSoundClass
floatFireSoundPitch
floatFireSoundRadius
floatFireSoundVolume
class<Emitter>FlashEmitterClass
nameGunnerAttachmentBone
namePitchBone
intPitchDownLimit
intPitchUpLimit
class<Projectile>ProjectileClass
MaterialRedSkin
soundRotateSound
vectorShakeOffsetMag
vectorShakeOffsetRate
floatShakeOffsetTime
vectorShakeRotMag
vectorShakeRotRate
floatShakeRotTime
nameWeaponFireAttachmentBone
floatWeaponFireOffset
nameYawBone
floatYawEndConstraint
floatYawStartConstraint
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
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[7], Outer

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDoubleClickDir, EDrawType, EFilterState, EFlagState, EForceType, eKillZType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ESurfaceTypes, ETravelType, EUV2Mode
Inherited Enumerations from Core.Object
EAxis, ECamOrientation, EDetailMode, EDrawPivot, ESheerAxis

Structures Summary
ONSWeaponAIInfo
bTossed, bTrySplash, bLeadTarget, bInstantHit, bFireOnRelease, AimError, WarnTargetPct, RefireRate
Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, FireProperties, KRBVec, KRigidBodyState, KSimParams, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr
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
functionrotator AdjustAim (bool bAltFire))
function AltFire (Controller C))
function AltFire (Controller C))
InstantFireMode
function AltFire (Controller C))
ProjectileFireMode
eventbool AttemptFire (Controller C, bool bAltFire))
functionbyte BestMode ()))
function CalcWeaponFire ()))
functionbool CanAttack (Actor Other))
function CeaseFire (Controller C))
functionfloat ChargeBar ()
function ClientPlayForceFeedback (String EffectName ))
event ClientSpawnHitEffects ()
event ClientSpawnHitEffects ()))
InstantFireMode
function ClientStartFire (Controller C, bool bAltFire))
function ClientStopFire (Controller C, bool bWasAltFire))
function Destroyed ()))
function DestroyEffects ()))
function DisplayDebug (Canvas Canvas, out float YL, out float YPos))
function DoCombo ()
function Fire (Controller C))
function Fire (Controller C))
InstantFireMode
function Fire (Controller C))
ProjectileFireMode
event FlashMuzzleFlash ()))
function InitEffects ()))
functionint LimitPitch (int Pitch, rotator ForwardRotation, optional int WeaponYaw)
functionfloat MaxRange ()))
event OwnerEffects ()))
function PostBeginPlay ()))
function PostNetBeginPlay ()))
function SetFireRateModifier (float Modifier))
function SetGRI (GameReplicationInfo GRI))
function SetTeam (byte T))
function ShakeView ()))
function SimulateTraceFire (out vector Start, out Rotator Dir, out vector HitLocation, out vector HitNormal ))
function SpawnBeamEffect (Vector Start, Rotator Dir, Vector HitLocation, Vector HitNormal, int ReflectNum)
function SpawnHitEffects (actor HitActor, vector HitLocation, vector HitNormal)
function SpawnHitEffects (actor HitActor, vector HitLocation, vector HitNormal))
InstantFireMode
functionProjectile SpawnProjectile (class<Projectile> ProjClass, bool bAltFire))
function StaticPrecache (LevelInfo L)
function StopForceFeedback (String EffectName ))
function TraceFire (Vector Start, Rotator Dir))
function WeaponCeaseFire (Controller C, bool bWasAltFire)
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
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, ^, ^^, |, ||, ~, ~=

States Summary
InstantFireMode Source code
state InstantFireMode
AltFire, ClientSpawnHitEffects, Fire, SpawnHitEffects
ProjectileFireMode Source code
state ProjectileFireMode
AltFire, Fire


Variables Detail

AIInfo[2] Source code

var ONSWeaponAIInfo AIInfo[2];

AimLockReleaseTime Source code

var float AimLockReleaseTime;

AimTraceRange Source code

var float AimTraceRange;

AmbientEffectEmitter Source code

var ONSWeaponAmbientEmitter AmbientEffectEmitter;

bActive Source code

var bool bActive;

bCallInstigatorPostRender Source code

var bool bCallInstigatorPostRender;

bCorrectAim Source code

var const bool bCorrectAim;

bDoOffsetTrace Source code

var bool bDoOffsetTrace;

bForceCenterAim Source code

var bool bForceCenterAim;

bInstantRotation Source code

var bool bInstantRotation;

bIsAltFire Source code

var bool bIsAltFire;

bIsRepeatingFF Source code

var bool bIsRepeatingFF;

bShowChargingBar Source code

var bool bShowChargingBar;

CurrentAim Source code

var rotator CurrentAim;

CurrentHitLocation Source code

var vector CurrentHitLocation;

DamageMax Source code

var int DamageMax;

DamageMin Source code

var int DamageMin;

DamageType Source code

var class<DamageType> DamageType;

DebugInfo Source code

var string DebugInfo;

EffectEmitter Source code

var Emitter EffectEmitter;

FireCountdown Source code

var float FireCountdown;

FlashCount Source code

var byte FlashCount;

FlashEmitter Source code

var Emitter FlashEmitter;

HitCount Source code

var byte HitCount;

LastHitLocation Source code

var vector LastHitLocation;

LastRotation Source code

var rotator LastRotation;

Momentum Source code

var float Momentum;

OldFlashCount Source code

var byte OldFlashCount;

OldHitCount Source code

var byte OldHitCount;

Projectiles Source code

var array<Projectile> Projectiles;

RotateSoundThreshold Source code

var float RotateSoundThreshold;

RotationsPerSecond Source code

var float RotationsPerSecond;

SavedFireProperties[2] Source code

var FireProperties SavedFireProperties[2];

Spread Source code

var float Spread;

Team Source code

var byte Team;

TraceRange Source code

var float TraceRange;

WeaponFireLocation Source code

var vector WeaponFireLocation;

WeaponFireRotation Source code

var rotator WeaponFireRotation;

WeaponOffset Source code

var vector WeaponOffset;

YawConstraintDelta Source code

var float YawConstraintDelta;

ONSWeapon

AltFireForce Source code

var(ONSWeapon) string AltFireForce;

AltFireInterval Source code

var(ONSWeapon) float AltFireInterval;

AltFireProjectileClass Source code

var(ONSWeapon) class<Projectile> AltFireProjectileClass;

AltFireSoundClass Source code

var(ONSWeapon) sound AltFireSoundClass;

AltFireSoundRadius Source code

var(ONSWeapon) float AltFireSoundRadius;

AltFireSoundVolume Source code

var(ONSWeapon) float AltFireSoundVolume;

AmbientEffectEmitterClass Source code

var(ONSWeapon) class<ONSWeaponAmbientEmitter> AmbientEffectEmitterClass;

AmbientSoundScaling Source code

var(ONSWeapon) float AmbientSoundScaling;

bAimable Source code

var(ONSWeapon) bool bAimable;

bAmbientAltFireSound Source code

var(ONSWeapon) bool bAmbientAltFireSound;

bAmbientFireSound Source code

var(ONSWeapon) bool bAmbientFireSound;

bDualIndependantTargeting Source code

var(ONSWeapon) bool bDualIndependantTargeting;

bInheritVelocity Source code

var(ONSWeapon) bool bInheritVelocity;

bInstantFire Source code

var(ONSWeapon) bool bInstantFire;

BlueSkin Source code

var(ONSWeapon) Material BlueSkin;

bReflective Source code

var(ONSWeapon) bool bReflective;

bShowAimCrosshair Source code

var(ONSWeapon) bool bShowAimCrosshair;

DualFireOffset Source code

var(ONSWeapon) float DualFireOffset;

EffectEmitterClass Source code

var(ONSWeapon) class<Emitter> EffectEmitterClass;

FireForce Source code

var(ONSWeapon) string FireForce;

FireInterval Source code

var(ONSWeapon) float FireInterval;

FireIntervalAimLock Source code

var(ONSWeapon) float FireIntervalAimLock;

FireSoundClass Source code

var(ONSWeapon) sound FireSoundClass;

FireSoundPitch Source code

var(ONSWeapon) float FireSoundPitch;

FireSoundRadius Source code

var(ONSWeapon) float FireSoundRadius;

FireSoundVolume Source code

var(ONSWeapon) float FireSoundVolume;

FlashEmitterClass Source code

var(ONSWeapon) class<Emitter> FlashEmitterClass;

GunnerAttachmentBone Source code

var(ONSWeapon) name GunnerAttachmentBone;

PitchBone Source code

var(ONSWeapon) name PitchBone;

PitchDownLimit Source code

var(ONSWeapon) int PitchDownLimit;

PitchUpLimit Source code

var(ONSWeapon) int PitchUpLimit;

ProjectileClass Source code

var(ONSWeapon) class<Projectile> ProjectileClass;

RedSkin Source code

var(ONSWeapon) Material RedSkin;

RotateSound Source code

var(ONSWeapon) sound RotateSound;

ShakeOffsetMag Source code

var(ONSWeapon) vector ShakeOffsetMag;

ShakeOffsetRate Source code

var(ONSWeapon) vector ShakeOffsetRate;

ShakeOffsetTime Source code

var(ONSWeapon) float ShakeOffsetTime;

ShakeRotMag Source code

var(ONSWeapon) vector ShakeRotMag;

ShakeRotRate Source code

var(ONSWeapon) vector ShakeRotRate;

ShakeRotTime Source code

var(ONSWeapon) float ShakeRotTime;

WeaponFireAttachmentBone Source code

var(ONSWeapon) name WeaponFireAttachmentBone;

WeaponFireOffset Source code

var(ONSWeapon) float WeaponFireOffset;

YawBone Source code

var(ONSWeapon) name YawBone;

YawEndConstraint Source code

var(ONSWeapon) float YawEndConstraint;

YawStartConstraint Source code

var(ONSWeapon) float YawStartConstraint;


Structures Detail

ONSWeaponAIInfo Source code

struct ONSWeaponAIInfo
{
var float AimError;
var bool bFireOnRelease;
var bool bInstantHit;
var bool bLeadTarget;
var bool bTossed;
var bool bTrySplash;
var float RefireRate;
var float WarnTargetPct;
};



Functions Detail

AdjustAim Source code

function rotator AdjustAim ( bool bAltFire) )

AltFire Source code

function AltFire ( Controller C) )

AltFire InstantFireMode Source code

function AltFire ( Controller C) )

AltFire ProjectileFireMode Source code

function AltFire ( Controller C) )

AttemptFire Source code

event bool AttemptFire ( Controller C, bool bAltFire) )

BestMode Source code

function byte BestMode ( ) )

CalcWeaponFire Source code

simulated function CalcWeaponFire ( ) )

CanAttack Source code

function bool CanAttack ( Actor Other) )

CeaseFire Source code

function CeaseFire ( Controller C) )

ChargeBar Source code

simulated function float ChargeBar ( )

ClientPlayForceFeedback Source code

simulated function ClientPlayForceFeedback ( String EffectName ) )

ClientSpawnHitEffects Source code

simulated event ClientSpawnHitEffects ( )

ClientSpawnHitEffects InstantFireMode Source code

simulated event ClientSpawnHitEffects ( ) )

ClientStartFire Source code

simulated function ClientStartFire ( Controller C, bool bAltFire) )

ClientStopFire Source code

simulated function ClientStopFire ( Controller C, bool bWasAltFire) )

Destroyed Source code

simulated function Destroyed ( ) )

DestroyEffects Source code

simulated function DestroyEffects ( ) )

DisplayDebug Source code

simulated function DisplayDebug ( Canvas Canvas, out float YL, out float YPos) )

DoCombo Source code

function DoCombo ( )

Fire Source code

function Fire ( Controller C) )

Fire InstantFireMode Source code

function Fire ( Controller C) )

Fire ProjectileFireMode Source code

function Fire ( Controller C) )

FlashMuzzleFlash Source code

simulated event FlashMuzzleFlash ( ) )

InitEffects Source code

simulated function InitEffects ( ) )

LimitPitch Source code

native function int LimitPitch ( int Pitch, rotator ForwardRotation, optional int WeaponYaw )

MaxRange Source code

simulated function float MaxRange ( ) )

OwnerEffects Source code

simulated event OwnerEffects ( ) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

SetFireRateModifier Source code

simulated function SetFireRateModifier ( float Modifier) )

SetGRI Source code

simulated function SetGRI ( GameReplicationInfo GRI) )

SetTeam Source code

simulated function SetTeam ( byte T) )

ShakeView Source code

simulated function ShakeView ( ) )

SimulateTraceFire Source code

simulated function SimulateTraceFire ( out vector Start, out Rotator Dir, out vector HitLocation, out vector HitNormal ) )

SpawnBeamEffect Source code

function SpawnBeamEffect ( Vector Start, Rotator Dir, Vector HitLocation, Vector HitNormal, int ReflectNum )

SpawnHitEffects Source code

function SpawnHitEffects ( actor HitActor, vector HitLocation, vector HitNormal )

SpawnHitEffects InstantFireMode Source code

simulated function SpawnHitEffects ( actor HitActor, vector HitLocation, vector HitNormal) )

SpawnProjectile Source code

function Projectile SpawnProjectile ( class<Projectile> ProjClass, bool bAltFire) )

StaticPrecache Source code

static function StaticPrecache ( LevelInfo L )

StopForceFeedback Source code

simulated function StopForceFeedback ( String EffectName ) )

TraceFire Source code

function TraceFire ( Vector Start, Rotator Dir) )

WeaponCeaseFire Source code

function WeaponCeaseFire ( Controller C, bool bWasAltFire )


Defaultproperties

defaultproperties
{
   DrawType=DT_Mesh
   Physics=PHYS_None
   RemoteRole=ROLE_SimulatedProxy
   bAimable=True
   bIgnoreEncroachers=True
   RotationsPerSecond=0.75
   bAmbientFireSound=False
   FireInterval=0.5
   FireSoundVolume=160.0
   FireSoundPitch=1.0
   FireSoundRadius=300.0
   AltFireSoundVolume=160.0
   AltFireSoundRadius=300.0
   AmbientSoundScaling=1.0
   TraceRange=10000
   Momentum=1
   DamageType=class'DamTypeMinigunBullet'
   DamageMin=6
   DamageMax=6
   bInheritVelocity=False
   bInstantFire=False
   YawStartConstraint=0
   YawEndConstraint=65535
   PitchUpLimit=5000
   PitchDownLimit=60000
   bReplicateInstigator=True
   DualFireOffset=0
   bDualIndependantTargeting=False
   SoundVolume=255
   SoundRadius=100
   NetUpdateFrequency=5
   bBlockZeroExtentTraces=false
   bBlockNonZeroExtentTraces=false
   bIsRepeatingFF=false
   bCorrectAim=true
   AIInfo(0)=(AimError=600,RefireRate=0.90)
   AIInfo(1)=(AimError=600,RefireRate=0.90)
   bNoRepMesh=true
   bShowAimCrosshair=true
   RotateSoundThreshold=50.0
}

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Creation time: Do 14.8.2014 09:58:18.941 - Created with UnCodeX