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XWeapons.AssaultGrenade

Extends
ProjectileFire

Core.Object
|   
+-- Engine.WeaponFire
   |   
   +-- XWeapons.ProjectileFire
      |   
      +-- XWeapons.AssaultGrenade

Constants Summary
mNumGrenades=8

Variables Summary
floatClickTime
floatmBlend
floatmCurrentRoll
intmCurrentSlot
floatmDrumRotationsPerSec
AssaultRiflemGun
intmNextEmptySlot
floatmNextRoll
floatmRollInc
floatmRollPerSec
AssaultGrenade
floatmHoldClampMax
floatmHoldSpeedGainPerSec
floatmHoldSpeedMax
floatmHoldSpeedMin
floatmScale
floatmScaleMultiplier
floatmSpeedMax
floatmSpeedMin
floatmWaitTime
Inherited Variables from XWeapons.ProjectileFire
ProjPerFire, ProjSpawnOffset
Inherited Variables from Engine.WeaponFire
AimError, AmmoClass, AmmoClipSize, AmmoPerFire, bAttachFlashEmitter, bAttachSmokeEmitter, bFireOnRelease, bInstantHit, bInstantStop, bIsFiring, bLeadTarget, bModeExclusive, bNowWaiting, BotRefireRate, bPawnRapidFireAnim, bRecommendSplashDamage, bReflective, bServerDelayStartFire, bServerDelayStopFire, bSplashDamage, bSplashJump, bTimerLoop, bTossed, bWaitForRelease, DamageAtten, FireAnim, FireAnimRate, FireCount, FireEndAnim, FireEndAnimRate, FireForce, FireLoopAnim, FireLoopAnimRate, FireRate, FireSound, FlashEmitter, FlashEmitterClass, HoldTime, Instigator, Level, Load, MaxHoldTime, NextFireTime, NextTimerPop, NoAmmoForce, NoAmmoSound, Owner, PreFireAnim, PreFireAnimRate, PreFireTime, ProjectileClass, ReloadAnim, ReloadAnimRate, ReloadForce, ReloadSound, SavedFireProperties, ServerStartFireTime, ShakeOffsetMag, ShakeOffsetRate, ShakeOffsetTime, ShakeRotMag, ShakeRotRate, ShakeRotTime, SmokeEmitter, SmokeEmitterClass, Spread, SpreadStyle, ThisModeNum, TimerInterval, TransientSoundRadius, TransientSoundVolume, TweenTime, WarnTargetPct, Weapon

Enumerations Summary
Inherited Enumerations from Engine.WeaponFire
ESpreadStyle

Functions Summary
functionbool AllowFire ()))
function BeginState ()))
LoadNext
function BeginState ()))
Wait
function DoFireEffect ()))
function DrawMuzzleFlash (Canvas Canvas))
function InitEffects ()))
function ModeTick (float dt))
LoadNext
function PlayFireEnd ()))
function PlayFiring ()))
function PlayPreFire ()))
function PlayStartHold ()))
function PostBeginPlay ()))
function ReturnToIdle ()))
functionprojectile SpawnProjectile (Vector Start, Rotator Dir))
function StartBerserk ()))
function StartSuperBerserk ()))
function StopBerserk ()))
function StopFiring ()))
Idle
function Timer ()))
Wait
functionbool UpdateRoll (float dt))
functionint WrapPostIncr (out int count))
Inherited Functions from XWeapons.ProjectileFire
DoFireEffect, GetFireStart, SpawnProjectile
Inherited Functions from Engine.WeaponFire
AdjustAim, AllowFire, BeginPlay, ClientPlayForceFeedback, DestroyEffects, DisplayDebug, DoFireEffect, DrawMuzzleFlash, FlashMuzzleFlash, GetFireStart, InitEffects, IsFiring, MaxRange, ModeDoFire, ModeHoldFire, ModeTick, PlayFireEnd, PlayFiring, PlayPreFire, PlayStartHold, PostBeginPlay, PostNetBeginPlay, PreBeginPlay, ServerPlayFiring, SetInitialState, SetTimer, ShakeView, Spawn, StartBerserk, StartFiring, StartMuzzleSmoke, StartSuperBerserk, StopBerserk, StopFiring, StopForceFeedback, Timer, Trace, Update

States Summary
Idle Source code
auto state Idle
StopFiring
LoadNext Source code
state LoadNext
BeginState, ModeTick
Wait Source code
state Wait
BeginState, Timer


Constants Detail

mNumGrenades Source code

const mNumGrenades = 8;


Variables Detail

ClickTime Source code

var float ClickTime;

mBlend Source code

var float mBlend;

mCurrentRoll Source code

var float mCurrentRoll;

mCurrentSlot Source code

var int mCurrentSlot;

mDrumRotationsPerSec Source code

var float mDrumRotationsPerSec;

mGun Source code

var AssaultRifle mGun;

mNextEmptySlot Source code

var int mNextEmptySlot;

mNextRoll Source code

var float mNextRoll;

mRollInc Source code

var float mRollInc;

mRollPerSec Source code

var float mRollPerSec;

AssaultGrenade

mHoldClampMax Source code

var(AssaultGrenade) float mHoldClampMax;

mHoldSpeedGainPerSec Source code

var(AssaultGrenade) float mHoldSpeedGainPerSec;

mHoldSpeedMax Source code

var(AssaultGrenade) float mHoldSpeedMax;

mHoldSpeedMin Source code

var(AssaultGrenade) float mHoldSpeedMin;

mScale Source code

var(AssaultGrenade) float mScale;

mScaleMultiplier Source code

var(AssaultGrenade) float mScaleMultiplier;

mSpeedMax Source code

var(AssaultGrenade) float mSpeedMax;

mSpeedMin Source code

var(AssaultGrenade) float mSpeedMin;

mWaitTime Source code

var(AssaultGrenade) float mWaitTime;


Functions Detail

AllowFire Source code

simulated function bool AllowFire ( ) )

BeginState LoadNext Source code

function BeginState ( ) )

BeginState Wait Source code

function BeginState ( ) )

DoFireEffect Source code

function DoFireEffect ( ) )

DrawMuzzleFlash Source code

function DrawMuzzleFlash ( Canvas Canvas) )

InitEffects Source code

function InitEffects ( ) )

ModeTick LoadNext Source code

function ModeTick ( float dt) )

PlayFireEnd Source code

function PlayFireEnd ( ) )

PlayFiring Source code

function PlayFiring ( ) )

PlayPreFire Source code

function PlayPreFire ( ) )

PlayStartHold Source code

function PlayStartHold ( ) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

ReturnToIdle Source code

simulated function ReturnToIdle ( ) )

SpawnProjectile Source code

function projectile SpawnProjectile ( Vector Start, Rotator Dir) )

StartBerserk Source code

function StartBerserk ( ) )

StartSuperBerserk Source code

function StartSuperBerserk ( ) )

StopBerserk Source code

function StopBerserk ( ) )

StopFiring Idle Source code

function StopFiring ( ) )

Timer Wait Source code

function Timer ( ) )

UpdateRoll Source code

simulated function bool UpdateRoll ( float dt) )

WrapPostIncr Source code

simulated function int WrapPostIncr ( out int count) )


Defaultproperties

defaultproperties
{
    mWaitTime=0.5
    mHoldSpeedMin=850
    mHoldSpeedMax=1600
    mHoldSpeedGainPerSec=750
    mSpeedMin=250.f
    mSpeedMax=3000.f
    mScaleMultiplier=0.9f
    mScale=1.f
    mBlend=1.f
    mDrumRotationsPerSec=0.4f


    AmmoClass=class'GrenadeAmmo'
    AmmoPerFire=1


    FireAnim=Fire
    FireAnimRate=0.5
    FireEndAnim=None
    FireLoopAnim=None


    FlashEmitterClass=class'XEffects.AssaultMuzFlash1st'


    ProjectileClass=class'XWeapons.Grenade'


    ProjSpawnOffset=(X=25,Y=10,Z=-7)


    FireSound=Sound'NewWeaponSounds.NewGrenadeShoot'
    ReloadSound=Sound'WeaponSounds.BReload9'
    FireForce="AssaultRifleAltFire"
    ReloadForce="BReload9"


    PreFireTime=0.0
    FireRate=1.0
    MaxHoldTime=0
    bModeExclusive=true
    bFireOnRelease=true


    bSplashDamage=true
    bRecommendSplashDamage=true
    BotRefireRate=0.25
    bTossed=true


    ShakeOffsetMag=(X=-20.0,Y=0.00,Z=0.00)
    ShakeOffsetRate=(X=-1000.0,Y=0.0,Z=0.0)
    ShakeOffsetTime=2
    ShakeRotMag=(X=0.0,Y=0.0,Z=0.0)
    ShakeRotRate=(X=0.0,Y=0.0,Z=0.0)
    ShakeRotTime=2
}

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Creation time: Do 14.8.2014 09:57:59.505 - Created with UnCodeX