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Core.Object | +-- Engine.Actor | +-- Engine.Inventory | +-- Engine.Weapon | +-- XWeapons.BallLauncher
Constants Summary |
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Inherited Contants from Engine.Weapon |
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NUM_FIRE_MODES |
Variables Summary | |
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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 |
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AttachmentClass, bDisplayableInv, bDrawingFirstPerson, BobDamping, bTossedOut, Charge, GroupOffset, IconCoords, IconMaterial, InventoryGroup, ItemName, PickupClass, PlayerViewOffset, PlayerViewPivot, ThirdPersonActor |
Enumerations Summary |
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Inherited Enumerations from Engine.Weapon |
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EWeaponClientState |
Functions Summary | ||
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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 |
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Functions Detail |
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Defaultproperties |
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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 } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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