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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Inventory
|
+-- Engine.Weapon
|
+-- UTClassic.ClassicSniperRifle
| Constants Summary |
|---|
| Inherited Contants from Engine.Weapon |
|---|
| NUM_FIRE_MODES |
| Variables Summary | |
|---|---|
| color | ChargeColor |
| float | LastFOV |
| ClassicSniperRifle | |
| bool | zoomed |
| 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 |
| Functions Summary | ||
|---|---|---|
![]() | byte | BestMode ())) |
![]() | BringUp (optional Weapon PrevWeapon)) | |
![]() | ClientStartFire (int mode)) | |
![]() | ClientStopFire (int mode)) | |
![]() | ClientWeaponThrown ())) | |
![]() | float | GetAIRating ())) |
![]() | IncrementFlashCount (int Mode)) | |
![]() | PostBeginPlay ())) | |
![]() | bool | PutDown ())) |
![]() | bool | RecommendRangedAttack ())) |
![]() | RenderOverlays (Canvas Canvas )) | |
![]() | float | SuggestAttackStyle ())) |
![]() | float | SuggestDefenseStyle ())) |
![]() | bool | WantsZoomFade ())) |
| Variables Detail |
|---|
| Functions Detail |
|---|
BestMode Source code
BringUp Source code
ClientStartFire Source code
ClientStopFire Source code
ClientWeaponThrown Source code
GetAIRating Source code
IncrementFlashCount Source code
PostBeginPlay Source code
PutDown Source code
RecommendRangedAttack Source code
RenderOverlays Source code
SuggestAttackStyle Source code
SuggestDefenseStyle Source code
WantsZoomFade Source code| Defaultproperties |
|---|
defaultproperties
{
HighDetailOverlay=Material'UT2004Weapons.WeaponSpecMap2'
SelectAnimRate=+0.75
BringUpTime=+0.6
MinReloadPct=+0.5
PutDownAnimRate=0.78
PutDownTime=+0.58
ItemName="Sniper Rifle"
Description="This high muzzle velocity sniper rifle with a 10X scope is a lethal weapon at any range, especially if you can land a head shot."
IconMaterial=Material'HudContent.Generic.HUD'
IconCoords=(X1=420,Y1=180,X2=512,Y2=210)
FireModeClass(0)=ClassicSniperFire
FireModeClass(1)=SniperZoom
InventoryGroup=9
Mesh=mesh'SniperAnims.SniperRifle_1st'
BobDamping=2.3
PickupClass=class'ClassicSniperRiflePickup'
EffectOffset=(X=100,Y=28,Z=-19)
DrawScale=0.48
PlayerViewOffset=(X=27.7,Y=5.3,Z=-10.6)
SmallViewOffset=(X=36.9,Y=10.0,Z=-14.0)
PlayerViewPivot=(Pitch=0,Roll=0,Yaw=16384)
PutDownAnim=PutDown
IdleAnim=Idle
SelectAnim=PickUp
DisplayFOV=60.0
ChargeColor=(R=255,G=255,B=255,A=255)
AttachmentClass=class'ClassicSniperAttachment'
SelectSound=Sound'NewWeaponSounds.newsniper_load'
zoomed=false
SelectForce="NewSniperLoad"
bSniping=true
AIRating=+0.69
CurrentRating=+0.69
bDynamicLight=false
LightType=LT_Steady
LightEffect=LE_NonIncidence
LightPeriod=3
LightBrightness=255
LightHue=30
LightSaturation=170
LightRadius=5
HudColor=(r=185,g=170,b=255,a=255)
CustomCrosshair=0
CustomCrosshairTextureName="Crosshairs.Hud.Crosshair_Cross1"
CustomCrosshairColor=(r=185,g=170,b=255,a=255)
Priority=12
CenteredOffsetY=0
CenteredYaw=-500
GroupOffset=1
CullDistance=+5000.0
}
|
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