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XWeapons.Painter

Extends
Weapon
Modifiers
config ( user )

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

Direct Known Subclasses:

ONSPainter, StormCaster

Constants Summary
Inherited Contants from Engine.Weapon
NUM_FIRE_MODES

Variables Summary
VectorEndEffect
IonCannonFirstCannon
floatLastFOV
vectorMarkLocation
boolzoomed
Gfx
ColorArrowColor
floatborderX
floatborderY
ColorChargeColor
ColorFocusColor
floatfocusX
floatfocusY
floatinnerArrowsX
floatinnerArrowsY
vectorRechargeOrigin
vectorRechargeSize
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
functionbyte BestMode ()))
function BringUp (optional Weapon PrevWeapon))
functionIonCannon CheckMark (vector MarkLocation, bool bFire))
function ClientStartFire (int mode))
function ClientStopFire (int mode))
function ClientWeaponThrown ()))
functionbool ConsumeAmmo (int Mode, float load, optional bool bAmountNeededIsMax))
functionfloat GetAIRating ()))
functionbool HasAmmo ()))
functionbool PutDown ()))
functionfloat RangedAttackTime ()))
function ReallyConsumeAmmo (int Mode, float load))
functionbool RecommendLongRangedAttack ()))
functionbool RecommendRangedAttack ()))
event RenderOverlays (Canvas Canvas ))
function SetZoomBlendColor (Canvas c))
functionfloat SuggestAttackStyle ()))
functionfloat SuggestDefenseStyle ()))
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

EndEffect Source code

var Vector EndEffect;

FirstCannon Source code

var IonCannon FirstCannon;

LastFOV Source code

var transient float LastFOV;

MarkLocation Source code

var vector MarkLocation;

zoomed Source code

var bool zoomed;

Gfx

ArrowColor Source code

var(Gfx) Color ArrowColor;

borderX Source code

var(Gfx) float borderX;

borderY Source code

var(Gfx) float borderY;

ChargeColor Source code

var(Gfx) Color ChargeColor;

FocusColor Source code

var(Gfx) Color FocusColor;

focusX Source code

var(Gfx) float focusX;

focusY Source code

var(Gfx) float focusY;

innerArrowsX Source code

var(Gfx) float innerArrowsX;

innerArrowsY Source code

var(Gfx) float innerArrowsY;

RechargeOrigin Source code

var(Gfx) vector RechargeOrigin;

RechargeSize Source code

var(Gfx) vector RechargeSize;


Functions Detail

BestMode Source code

function byte BestMode ( ) )

BringUp Source code

simulated function BringUp ( optional Weapon PrevWeapon) )

CheckMark Source code

function IonCannon CheckMark ( vector MarkLocation, bool bFire) )

ClientStartFire Source code

simulated function ClientStartFire ( int mode) )

ClientStopFire Source code

simulated function ClientStopFire ( int mode) )

ClientWeaponThrown Source code

simulated function ClientWeaponThrown ( ) )

ConsumeAmmo Source code

function bool ConsumeAmmo ( int Mode, float load, optional bool bAmountNeededIsMax) )

GetAIRating Source code

function float GetAIRating ( ) )

HasAmmo Source code

simulated function bool HasAmmo ( ) )

PutDown Source code

simulated function bool PutDown ( ) )

RangedAttackTime Source code

function float RangedAttackTime ( ) )

ReallyConsumeAmmo Source code

function ReallyConsumeAmmo ( int Mode, float load) )

RecommendLongRangedAttack Source code

function bool RecommendLongRangedAttack ( ) )

RecommendRangedAttack Source code

function bool RecommendRangedAttack ( ) )

RenderOverlays Source code

simulated event RenderOverlays ( Canvas Canvas ) )

SetZoomBlendColor Source code

simulated function SetZoomBlendColor ( Canvas c) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )

SuggestDefenseStyle Source code

function float SuggestDefenseStyle ( ) )


Defaultproperties

defaultproperties
{
	HighDetailOverlay=Material'UT2004Weapons.WeaponSpecMap2'
    FireModeClass(0)=PainterFire
    FireModeClass(1)=PainterZoom
    InventoryGroup=0
    DrawScale=1.0
    Mesh=mesh'Weapons.Painter_1st'
    ItemName="Ion Painter"
    Description="The Ion Painter seems innocuous enough at first glance, emitting a harmless low-power laser beam when the primary firing mode is engaged. Several seconds later a multi-gigawatt orbital ion cannon fires on the target, neutralizing any combatants in the vicinity.||The Ion Painter is a remote targeting device used to orient and fire the VAPOR Ion Cannon. The Ion Painter offers increased targeting accuracy via its telescopic sight, easily activated by the secondary fire mode of the weapon.|Once the Ion Painter has been used to designate a target it is highly recommended that the user put considerable distance between themselves and the weapon's area of effect."
    BobDamping=1.575000
    PickupClass=class'PainterPickup'
    EffectOffset=(X=100,Y=25,Z=-3)
    PutDownAnim=PutDown
    DisplayFOV=60
    PlayerViewOffset=(X=25,Y=2,Z=-1)
    SmallViewOffset=(X=37,Y=8,Z=-7)
    PlayerViewPivot=(Pitch=0,Roll=0,Yaw=0)
    AttachmentClass=class'PainterAttachment'
    SelectSound=Sound'WeaponSounds.LinkGun.SwitchToLinkGun'
	IconMaterial=Material'HudContent.Generic.HUD'
	IconCoords=(X1=0,Y1=407,X2=118,Y2=442)
	SelectForce="SwitchToLinkGun"


    AIRating=1.0
    CurrentRating=1.0


    borderX=60.0
    borderY=60.0
    focusX=135
    focusY=105
    innerArrowsX=42.0
    innerArrowsY=42.0
    ChargeColor=(R=255,G=255,B=255,A=255)
    FocusColor=(R=71,G=90,B=126,A=215)
    ArrowColor=(R=200,G=200,B=200,A=255)
    RechargeOrigin=(X=600,Y=330,Z=0)
	RechargeSize=(X=10,Y=-180,Z=0)


	bNotInDemo=true
	DemoReplacement=class'xWeapons.SniperRifle'


	Priority=15


	CenteredOffsetY=-22.0
	CenteredRoll=1000


	CustomCrosshair=13
	CustomCrosshairTextureName="Crosshairs.Hud.Crosshair_Circle2"
	CustomCrosshairColor=(r=255,g=255,b=128,a=255)
	CustomCrosshairScale=+2.0
}

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Creation time: Do 14.8.2014 09:58:19.049 - Created with UnCodeX