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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Inventory
|
+-- Engine.Weapon
|
+-- XWeapons.BallLauncher
| Constants Summary |
|---|
| Inherited Contants from Engine.Weapon |
|---|
| NUM_FIRE_MODES |
| Variables Summary | |
|---|---|
| Actor | AITarget |
| float | HealAccum |
| float | SwitchTestTime |
| BallLauncher | |
| float | HealRate |
| bool | launchedBall |
| Sound | PassAmbient |
| Pawn | PassTarget |
| Sound | PassTargetLocked |
| String | PassTargetLockedForce |
| Sound | PassTargetLost |
| String | PassTargetLostForce |
| 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 | ||
|---|---|---|
![]() | bool | BotFire (bool bFinished, optional name FiringMode)) |
![]() | BringUp (optional Weapon PrevWeapon)) | |
![]() | bool | CanAttack (Actor Other)) |
![]() | DrawWeaponInfo (Canvas Canvas)) | |
![]() | bool | HasAmmo ())) |
![]() | ModifyPawn (float dt )) | |
![]() | NewDrawWeaponInfo (Canvas Canvas, float YPos)) | |
![]() | Weapon | NextWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)) |
![]() | OutOfAmmo ())) | |
![]() | Weapon | PrevWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)) |
![]() | bool | PutDown ())) |
![]() | Weapon | RecommendWeapon (out float rating )) |
![]() | SetAITarget (Actor T)) | |
![]() | SetPassTarget (Pawn passTarg )) | |
![]() | bool | ShootHoop (Controller B, Vector ShootLoc)) |
![]() | bool | StartFire (int modeNum )) |
![]() | SynchronizeWeapon (Weapon ClientWeapon)) | |
![]() | Tick (float dt)) | |
| Variables Detail |
|---|
| Functions Detail |
|---|
BotFire Source code
BringUp Source code
CanAttack Source code
DrawWeaponInfo Source code
HasAmmo Source code
ModifyPawn Source code
NewDrawWeaponInfo Source code
NextWeapon Source code
OutOfAmmo Source code
PrevWeapon Source code
PutDown Source code
RecommendWeapon Source code
SetAITarget Source code
SetPassTarget Source code
ShootHoop Source code
StartFire Source code
SynchronizeWeapon Source code
Tick Source code| Defaultproperties |
|---|
defaultproperties
{
bNoVoluntarySwitch=true
bNoInstagibReplace=true
bForceSwitch=true
bCanThrow=false
FireModeClass(0)=BallShoot
FireModeClass(1)=BallTarget
InventoryGroup=15
Mesh=mesh'Weapons.BallLauncher_1st'
ItemName="Ball Launcher"
BobDamping=2.2
PickupClass=None
EffectOffset=(X=30.0,Y=10.0,Z=-10.0)
DrawScale=0.4
PutDownAnim=PutDown
DisplayFOV=60
PlayerViewOffset=(X=11,Y=0,Z=0)
SmallViewOffset=(X=23,Y=6,Z=-6)
PlayerViewPivot=(Pitch=0,Roll=0,Yaw=0)
AttachmentClass=class'BallAttachment'
bNotInPriorityList=true
PutDownAnimRate=2.5
PutDownTime=+0.2
SelectSound=Sound'WeaponSounds.ballgun_change'
PassAmbient=Sound'IndoorAmbience.Machinery36'
PassTargetLocked=Sound'WeaponSounds.BLockon1'
PassTargetLost=Sound'WeaponSounds.BSeekLost1'
SelectForce="ballgun_change"
PassTargetLockedForce="LockOn"
PassTargetLostForce="SeekLost"
HealRate=5.0
AIRating=+0.1
CurrentRating=+0.1
Priority=17
CenteredOffsetY=-5.0
CenteredYaw=-300
CenteredRoll=5000
CustomCrosshair=11
CustomCrosshairTextureName="Crosshairs.Hud.Crosshair_Bracket2"
CustomCrossHairColor=(R=255,G=255,B=0,A=255)
CustomCrossHairScale=+1.0
MinReloadPct=0.0
}
|
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