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XWeapons.AssaultRifle

Extends
Weapon
Modifiers
config ( user )

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- XWeapons.AssaultRifle

Constants Summary
Inherited Contants from Engine.Weapon
NUM_FIRE_MODES

Variables Summary
boolbDualMode
boolbFireLeft
boolbWasDualMode
floatDualPickupTime
AssaultAttachmentOffhandActor
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
function AttachToPawn (Pawn P))
functionbyte BestMode ()))
functionfloat ChargeBar ()))
function DetachFromPawn (Pawn P))
function DrawWeaponInfo (Canvas Canvas))
functionfloat GetAIRating ()))
functionbool HandlePickupQuery (pickup Item ))
function Loaded ()))
functionint MaxAmmo (int mode))
function NewDrawWeaponInfo (Canvas Canvas, float YPos))
function PostNetBeginPlay ()))
function RenderDualOverlay (Canvas Canvas))
event RenderOverlays (Canvas Canvas ))
functionbool WeaponCentered ()))
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

bDualMode Source code

var bool bDualMode;

bFireLeft Source code

var bool bFireLeft;

bWasDualMode Source code

var bool bWasDualMode;

DualPickupTime Source code

var float DualPickupTime;

OffhandActor Source code

var AssaultAttachment OffhandActor;


Functions Detail

AttachToPawn Source code

function AttachToPawn ( Pawn P) )

BestMode Source code

function byte BestMode ( ) )

ChargeBar Source code

simulated function float ChargeBar ( ) )

DetachFromPawn Source code

simulated function DetachFromPawn ( Pawn P) )

DrawWeaponInfo Source code

simulated function DrawWeaponInfo ( Canvas Canvas) )

GetAIRating Source code

function float GetAIRating ( ) )

HandlePickupQuery Source code

function bool HandlePickupQuery ( pickup Item ) )

Loaded Source code

simulated function Loaded ( ) )

MaxAmmo Source code

simulated function int MaxAmmo ( int mode) )

NewDrawWeaponInfo Source code

simulated function NewDrawWeaponInfo ( Canvas Canvas, float YPos) )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

RenderDualOverlay Source code

simulated function RenderDualOverlay ( Canvas Canvas) )

RenderOverlays Source code

simulated event RenderOverlays ( Canvas Canvas ) )

WeaponCentered Source code

simulated function bool WeaponCentered ( ) )


Defaultproperties

defaultproperties
{
	Description="Inexpensive and easily produced, the AR770 provides a lightweight 5.56mm combat solution that is most effective against unarmored foes. With low-to-moderate armor penetration capabilities, this rifle is best suited to a role as a light support weapon.|The optional M355 Grenade Launcher provides the punch that makes this weapon effective against heavily armored enemies.  Pick up a second assault rifle to double your fire power."
	HighDetailOverlay=Material'UT2004Weapons.WeaponSpecMap2'
    ItemName="Assault Rifle"
    IconMaterial=Material'HudContent.Generic.HUD'
    IconCoords=(X1=245,Y1=39,X2=329,Y2=79)


	bShowChargingBar=true
    bCanThrow=true
    FireModeClass(0)=AssaultFire
    FireModeClass(1)=AssaultGrenade
    InventoryGroup=2
    Mesh=mesh'NewWeapons2004.AssaultRifle'
    BobDamping=1.7
    PickupClass=class'AssaultRiflePickup'
    EffectOffset=(X=100.0,Y=25.0,Z=-10.0)
    PutDownAnim=PutDown
    DisplayFOV=70
    AttachmentClass=class'AssaultAttachment'


    DrawScale=0.8
    PlayerViewOffset=(X=4,Y=5.5,Z=-6)
    SmallViewOffset=(X=13,Y=12,Z=-10)
    PlayerViewPivot=(Pitch=400,Roll=0,Yaw=0)
    SelectSound=Sound'WeaponSounds.AssaultRifle.SwitchToAssaultRifle'
	SelectForce="SwitchToAssaultRifle"


	AIRating=+0.4
    CurrentRating=0.4


    bDynamicLight=false
    LightType=LT_Pulse
    LightEffect=LE_NonIncidence
    LightPeriod=3
    LightBrightness=255
    LightHue=30
    LightSaturation=150
    LightRadius=4.0


	Priority=3
    HudColor=(r=255,g=128,b=192,a=255)
	CustomCrosshair=4
	CustomCrosshairTextureName="Crosshairs.Hud.Crosshair_Cross5"
	CustomCrosshairColor=(r=255,g=255,b=255,a=255)
	CustomCrosshairScale=+0.6667


    CenteredRoll=3000
    CenteredOffsetY=-5.0
    CenteredYaw=-1500
    OldDrawScale=1.0
    OldPlayerViewOffset=(X=-8,Y=5,Z=-6)
    OldSmallViewOffset=(X=4,Y=11,Z=-12)
    OldPlayerViewPivot=(Pitch=400,Roll=0,Yaw=0)
	OldCenteredRoll=3000
	OldCenteredYaw=0
	OldCenteredOffsetY=+0.0
	OldMesh=mesh'Weapons.AssaultRifle_1st'
	OldPickup="WeaponStaticMesh.AssaultRiflePickup"
}

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Creation time: Do 14.8.2014 09:57:59.547 - Created with UnCodeX