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UTClassic.ClassicSniperRifle

Extends
Weapon
Modifiers
config ( user )

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- UTClassic.ClassicSniperRifle

Constants Summary
Inherited Contants from Engine.Weapon
NUM_FIRE_MODES

Variables Summary
colorChargeColor
floatLastFOV
ClassicSniperRifle
boolzoomed
Inherited Variables from Engine.Weapon
AimAnim, AimAnimRate, AIRating, AmmoCharge[2], AmmoClass[2], Ammo[NUM_FIRE_MODES], bBerserk, bCanThrow, bDebugging, bEndOfRound, bForceSwitch, bInitOldMesh, bMatchWeapons, bMeleeWeapon, bNoAmmoInstances, bNoInstagibReplace, bNotInDemo, bNotInPriorityList, bNoVoluntarySwitch, BotMode, bPendingSwitch, BringUpTime, bShowChargingBar, bSniping, bSpectated, bUseOldWeaponMesh, CenteredOffsetY, CenteredRoll, CenteredYaw, ClientState, CurrentRating, CustomCrosshair, CustomCrossHairColor, CustomCrossHairScale, CustomCrossHairTexture, CustomCrossHairTextureName, DefaultPriority, DemoReplacement, Description, DisplayFOV, DownDelay, EffectOffset, ExchangeFireModes, FireModeClass[NUM_FIRE_MODES], FireMode[NUM_FIRE_MODES], Hand, HudColor, IdleAnim, IdleAnimRate, MessageNoAmmo, MinReloadPct, OldCenteredOffsetY, OldCenteredRoll, OldCenteredYaw, OldDrawScale, OldMesh, OldPickup, OldPlayerViewOffset, OldPlayerViewPivot, OldSmallViewOffset, OldWeapon, Priority, PutDownAnim, PutDownAnimRate, PutDownTime, RenderedHand, RestAnim, RestAnimRate, RunAnim, RunAnimRate, SelectAnim, SelectAnimRate, SelectForce, SelectSound, SmallEffectOffset, SmallViewOffset
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
functionbyte BestMode ()))
function BringUp (optional Weapon PrevWeapon))
function ClientStartFire (int mode))
function ClientStopFire (int mode))
function ClientWeaponThrown ()))
functionfloat GetAIRating ()))
function IncrementFlashCount (int Mode))
function PostBeginPlay ()))
functionbool PutDown ()))
functionbool RecommendRangedAttack ()))
event RenderOverlays (Canvas Canvas ))
functionfloat SuggestAttackStyle ()))
functionfloat SuggestDefenseStyle ()))
functionbool WantsZoomFade ()))
Inherited Functions from Engine.Weapon
AddAmmo, AdjustPlayerDamage, AltFire, AmmoAmount, AmmoMaxed, AmmoPickupClass, AmmoStatus, AnimEnd, BeginState, BestMode, BotFire, BringUp, CanAttack, CanHeal, CanThrow, CenteredEffectStart, ChargeBar, CheckOutOfAmmo, CheckReflect, CheckSuperBerserk, ClientForceAmmoUpdate, ClientPlayForceFeedback, ClientStartFire, ClientStopFire, ClientWeaponSet, ClientWeaponThrown, ClientWriteFire, ClientWriteStats, ConsumeAmmo, DesireAmmo, Destroyed, DetachFromPawn, DisplayDebug, DoAutoSwitch, DoReflectEffect, DrawWeaponInfo, DropFrom, EndState, FillToInitialAmmo, Fire, FireHack, FireOnRelease, FocusOnLeader, GetAIRating, GetAmmoClass, GetAmmoCount, GetDamageRadius, GetDamageType, GetEffectStart, GetFireMode, GetFireStart, GetViewAxes, GiveAmmo, GiveTo, HackPlayFireSound, HandlePickupQuery, HasAmmo, HolderDied, ImmediateStopFire, IncrementFlashCount, InitWeaponFires, IsFiring, IsRapidFire, Loaded, MaxAmmo, MaxOutAmmo, NeedAmmo, NewDrawWeaponInfo, NextWeapon, OutOfAmmo, PawnUnpossessed, PlayIdle, PostBeginPlay, PostNetReceive, PreDrawFPWeapon, PrevWeapon, PutDown, RangedAttackTime, RateSelf, ReadyToFire, RecommendLongRangedAttack, RecommendRangedAttack, RecommendSplashDamage, RecommendWeapon, RefireRate, RenderOverlays, Reselect, ServerStartFire, ServerStopFire, SetAITarget, SetGRI, SetHand, ShootHoop, ShouldFireWithoutTarget, SplashDamage, SplashJump, StartBerserk, StartDebugging, StartFire, StopBerserk, StopFire, StopForceFeedback, SuggestAttackStyle, SuggestDefenseStyle, SuperMaxOutAmmo, SynchronizeWeapon, Timer, WantsZoomFade, WeaponCentered, WeaponChange, WeaponTick, ZeroFlashCount
Inherited Functions from Engine.Inventory
AttachToPawn, Destroyed, DetachFromPawn, DropFrom, GetHumanReadableName, GiveTo, HandlePickupQuery, NextWeapon, OwnerEvent, PickupFunction, PrevWeapon, PrioritizeArmor, RecommendWeapon, RenderOverlays, SelectNext, SetOwnerDisplay, StaticItemName, TravelPostAccept, TravelPreAccept, updaterelative, Use, WeaponChange


Variables Detail

ChargeColor Source code

var color ChargeColor;

LastFOV Source code

var transient float LastFOV;

ClassicSniperRifle

zoomed Source code

var(ClassicSniperRifle) bool zoomed;


Functions Detail

BestMode Source code

function byte BestMode ( ) )

BringUp Source code

simulated function BringUp ( optional Weapon PrevWeapon) )

ClientStartFire Source code

simulated function ClientStartFire ( int mode) )

ClientStopFire Source code

simulated function ClientStopFire ( int mode) )

ClientWeaponThrown Source code

simulated function ClientWeaponThrown ( ) )

GetAIRating Source code

function float GetAIRating ( ) )

IncrementFlashCount Source code

simulated function IncrementFlashCount ( int Mode) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PutDown Source code

simulated function bool PutDown ( ) )

RecommendRangedAttack Source code

function bool RecommendRangedAttack ( ) )

RenderOverlays Source code

simulated event RenderOverlays ( Canvas Canvas ) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )

SuggestDefenseStyle Source code

function float SuggestDefenseStyle ( ) )

WantsZoomFade Source code

simulated function bool WantsZoomFade ( ) )


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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Creation time: Do 14.8.2014 09:58:02.111 - Created with UnCodeX