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OnslaughtBP.ONSDualACGatlingGunPawn

Extends
ONSWeaponPawn

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

Constants Summary
Inherited Contants from Onslaught.ONSWeaponPawn
FilterFrames

Variables Summary
ProjectileIgnoredMissile
ProjectileIncoming
MaterialLockedEffect
stringLockedMsg
MaterialLockedTexture
TexRotatorSpinCircles[2]
TexRotatorSpinSquare
ProjectileWatchedMissile
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 AttachDriver (Pawn P))
function CenterDraw (Canvas Canvas, Material Mat, float x, float y, float UScale, float VScale, optional bool bStretched))
function ClientKDriverEnter (PlayerController PC))
function ClientKDriverLeave (PlayerController PC))
function DrawHUD (Canvas Canvas))
function IncomingMissile (Projectile P))
function KDriverEnter (Pawn P))
eventbool KDriverLeave (bool bForceLeave ))
function ProjectilePostRender2D (Projectile P, Canvas C, float ScreenLocX, float ScreenLocY))
function ShouldTargetMissile (Projectile P))
eventbool VerifyLock (actor Aggressor, out actor NewTarget))
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


Variables Detail

IgnoredMissile Source code

var Projectile IgnoredMissile;

Incoming Source code

var Projectile Incoming;

LockedEffect Source code

var Material LockedEffect;

LockedMsg Source code

var localized string LockedMsg;

LockedTexture Source code

var Material LockedTexture;

SpinCircles[2] Source code

var TexRotator SpinCircles[2];

SpinSquare Source code

var TexRotator SpinSquare;

WatchedMissile Source code

var Projectile WatchedMissile;


Functions Detail

AttachDriver Source code

simulated function AttachDriver ( Pawn P) )

CenterDraw Source code

simulated function CenterDraw ( Canvas Canvas, Material Mat, float x, float y, float UScale, float VScale, optional bool bStretched) )

ClientKDriverEnter Source code

simulated function ClientKDriverEnter ( PlayerController PC) )

ClientKDriverLeave Source code

simulated function ClientKDriverLeave ( PlayerController PC) )

DrawHUD Source code

simulated function DrawHUD ( Canvas Canvas) )

IncomingMissile Source code

function IncomingMissile ( Projectile P) )

KDriverEnter Source code

function KDriverEnter ( Pawn P) )

KDriverLeave Source code

event bool KDriverLeave ( bool bForceLeave ) )

ProjectilePostRender2D Source code

simulated function ProjectilePostRender2D ( Projectile P, Canvas C, float ScreenLocX, float ScreenLocY) )

ShouldTargetMissile Source code

function ShouldTargetMissile ( Projectile P) )

VerifyLock Source code

event bool VerifyLock ( actor Aggressor, out actor NewTarget) )


Defaultproperties

defaultproperties
{
	DrivePos=(X=0,Y=0,Z=-5)
	VehiclePositionString="in a Cicada turret"
	VehicleNameString="Cicada Laser Turret"
	EntryPosition=(X=-50,Y=0,Z=0)
	EntryRadius=160.0
	ExitPositions(0)=(X=-235)
	ExitPositions(1)=(Y=165)
	ExitPositions(2)=(Y=-165)
	ExitPositions(3)=(Z=100)
    GunClass=class'OnslaughtBP.ONSDualACGatlingGun'
    CameraBone=GatlingGunAttach
	FPCamPos=(X=35,Y=0,Z=15)
	FPCamViewOffset=(X=0,Y=0,Z=0)
	bFPNoZFromCameraPitch=False
	TPCamLookAt=(X=5,Y=0,Z=-50)
	TPCamWorldOffset=(X=0,Y=0,Z=0)
	TPCamDistance=0
	TPCamDistRange=(Min=0,Max=0)
    bDrawDriverInTP=False
	DriverDamageMult=0.0
	bHasAltFire=true
	bCanCarryFlag=false


	LockedTexture=texture'CicadaTex.CicadaLockOn'
	LockedEffect=TexRotator'Hudcontent.rotDomRing'
	LockedMsg=" INCOMING "


	Begin Object Class=TexRotator name=IncCircle0
		TexRotationType=TR_ConstantlyRotating
		UOffset=32
		VOffset=32
		Rotation=(Yaw=-30000)
		Material=texture'CicadaTex.HUD.ONS_Cic_Circle'
	End Object
	SpinCircles(0)=IncCircle0


	Begin Object Class=TexRotator name=IncCircle1
		TexRotationType=TR_ConstantlyRotating
		UOffset=32
		VOffset=32
		Rotation=(Yaw=30000)
		Material=texture'CicadaTex.HUD.ONS_Cic_Circle'
	End Object
	SpinCircles(1)=IncCircle1


	Begin Object Class=TexRotator name=IncSquare
		TexRotationType=TR_ConstantlyRotating
		UOffset=32
		VOffset=32
		Rotation=(Yaw=30000)
		Material=texture'CicadaTex.HUD.ONS_Cic_Incoming'
	End Object
	SpinSquare=IncSquare


}



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Creation time: Do 14.8.2014 09:58:16.853 - Created with UnCodeX