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XWeapons.Minigun

Extends
Weapon
Modifiers
config ( user )

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

Direct Known Subclasses:

ClassicMinigun

Constants Summary
Inherited Contants from Engine.Weapon
NUM_FIRE_MODES

Variables Summary
intCurrentMode
floatCurrentRoll
floatRollSpeed
Minigun
vectorAttachLoc
rotatorAttachRot
floatBlend
floatGearOffset
floatGearRatio
xEmitterShellCaseEmitter
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 AnimEnd (int channel))
functionbyte BestMode ()))
functionbool BotFire (bool bFinished, optional name FiringMode))
function Destroyed ()))
function DetachFromPawn (Pawn P))
function DropFrom (vector StartLocation))
functionbool FirstPersonView ()))
functionfloat GetAIRating ()))
function OutOfAmmo ()))
function PostBeginPlay ()))
functionbool PutDown ()))
function ReturnToIdle ()))
function SpawnShells (float amountPerSec))
functionbool StartFire (int mode))
function UpdateRoll (float dt, float speed, int mode))
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

CurrentMode Source code

var int CurrentMode;

CurrentRoll Source code

var float CurrentRoll;

RollSpeed Source code

var float RollSpeed;

Minigun

AttachLoc Source code

var(Minigun) vector AttachLoc;

AttachRot Source code

var(Minigun) rotator AttachRot;

Blend Source code

var(Minigun) float Blend;

GearOffset Source code

var(Minigun) float GearOffset;

GearRatio Source code

var(Minigun) float GearRatio;

ShellCaseEmitter Source code

var(Minigun) xEmitter ShellCaseEmitter;


Functions Detail

AnimEnd Source code

simulated function AnimEnd ( int channel) )

BestMode Source code

function byte BestMode ( ) )

BotFire Source code

function bool BotFire ( bool bFinished, optional name FiringMode) )

Destroyed Source code

simulated function Destroyed ( ) )

DetachFromPawn Source code

simulated function DetachFromPawn ( Pawn P) )

DropFrom Source code

function DropFrom ( vector StartLocation) )

FirstPersonView Source code

simulated function bool FirstPersonView ( ) )

GetAIRating Source code

function float GetAIRating ( ) )

OutOfAmmo Source code

simulated function OutOfAmmo ( ) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PutDown Source code

simulated function bool PutDown ( ) )

ReturnToIdle Source code

simulated function ReturnToIdle ( ) )

SpawnShells Source code

simulated function SpawnShells ( float amountPerSec) )

StartFire Source code

simulated function bool StartFire ( int mode) )

UpdateRoll Source code

simulated function UpdateRoll ( float dt, float speed, int mode) )


Defaultproperties

defaultproperties
{
	HighDetailOverlay=Material'UT2004Weapons.WeaponSpecMap2'
    ItemName="Minigun"
    Description="The Schultz-Metzger T23-A 23mm rotary cannon is capable of firing both high-velocity caseless ammunition and cased rounds. With an unloaded weight of only 8 kilograms, the T23 is portable and maneuverable, easily worn across the back when employing the optional carrying strap.|The T23-A is the rotary cannon of choice for the discerning soldier."
    IconMaterial=Material'HudContent.Generic.HUD'
    IconCoords=(X1=246,Y1=80,X2=332,Y2=106)


    Blend=1.f
    GearRatio=-2.37
    GearOffset=0.0
    AttachLoc=(X=-77,Y=6,Z=4)
    AttachRot=(Pitch=22000,Roll=0,Yaw=-16384)
    FireModeClass(0)=MinigunFire
    FireModeClass(1)=MinigunAltFire
    InventoryGroup=6
    Mesh=mesh'Weapons.Minigun_1st'
    BobDamping=2.25
    PickupClass=class'MinigunPickup'
    EffectOffset=(X=100.0,Y=18.0,Z=-16.0)
    DisplayFOV=60
    PutDownAnim=PutDown
    DrawScale=0.4
    PlayerViewOffset=(X=2,Y=-1,Z=0)
    SmallViewOffset=(X=8,Y=1,Z=-2)
    PlayerViewPivot=(Pitch=0,Roll=0,Yaw=500)
    AttachmentClass=class'MinigunAttachment'
    SoundRadius=400.0
    SelectSound=Sound'WeaponSounds.Minigun.SwitchToMinigun'
	SelectForce="SwitchToMiniGun"


	AIRating=+0.71
	CurrentRating=+0.71


    bDynamicLight=false
    LightType=LT_Pulse
    LightEffect=LE_NonIncidence
    LightPeriod=3
    LightBrightness=255
    LightHue=30
    LightSaturation=150
    LightRadius=5.0


    HudColor=(r=255,g=255,b=255,a=255)
	CustomCrosshair=12
	CustomCrosshairTextureName="Crosshairs.Hud.Crosshair_Circle1"
	CustomCrosshairColor=(r=255,g=255,b=255,a=255)
	Priority=9


	CenteredOffsetY=-6.0
	CenteredYaw=-500
	CenteredRoll=0
}

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Creation time: Do 14.8.2014 09:58:14.368 - Created with UnCodeX