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Core.Object | +-- Engine.Actor | +-- Engine.Inventory | +-- Engine.Weapon | +-- XWeapons.ShieldGun
ClassicShieldGun
Constants Summary |
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Inherited Contants from Engine.Weapon |
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NUM_FIRE_MODES |
Variables Summary | |
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String | ShieldHitForce |
Sound | ShieldHitSound |
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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AdjustPlayerDamage (out int Damage, Pawn InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType)) | ||
float | AmmoStatus (optional int Mode)) | |
AnimEnd (int channel)) | ||
byte | BestMode ())) | |
BringUp (optional Weapon PrevWeapon)) | ||
bool | CanAttack (Actor Other)) | |
vector | CenteredEffectStart ())) | |
float | ChargeBar ())) | |
bool | CheckReflect (Vector HitLocation, out Vector RefNormal, int AmmoDrain )) | |
ClientTakeHit (int Drain)) | ||
DoAutoSwitch ())) | ||
DoReflectEffect (int Drain)) | ||
FireHack (byte Mode)) | ||
float | GetAIRating ())) | |
GiveTo (Pawn Other, optional Pickup Pickup)) | ||
RenderOverlays (Canvas Canvas )) | ||
float | SuggestAttackStyle ())) | |
float | SuggestDefenseStyle ())) | |
Timer ())) |
Variables Detail |
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Functions Detail |
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Defaultproperties |
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defaultproperties { HighDetailOverlay=Material'UT2004Weapons.WeaponSpecMap2' ItemName="Shield Gun" Description="The Kemphler DD280 Riot Control Device has the ability to resist and reflect incoming projectiles and energy beams. The plasma wave inflicts massive damage, rupturing tissue, pulverizing organs, and flooding the bloodstream with dangerous gas bubbles.||This weapon may be intended for combat at close range, but when wielded properly should be considered as dangerous as any other armament in your arsenal." IconMaterial=Material'HudContent.Generic.HUD' IconCoords=(X1=169,Y1=39,X2=241,Y2=77) bShowChargingBar=true bCanThrow=false FireModeClass(0)=ShieldFire FireModeClass(1)=ShieldAltFire InventoryGroup=1 Mesh=mesh'Weapons.ShieldGun_1st' BobDamping=2.2 PickupClass=class'ShieldGunPickup' EffectOffset=(X=15.0,Y=5.5,Z=2) bMeleeWeapon=true ShieldHitSound=Sound'WeaponSounds.ShieldGun.ShieldReflection' DrawScale=0.4 PutDownAnim=PutDown DisplayFOV=60 PlayerViewOffset=(X=2,Y=-0.7,Z=-2.7) SmallViewOffset=(X=10,Y=3.3,Z=-6.7) PlayerViewPivot=(Pitch=500,Roll=0,Yaw=500) AttachmentClass=class'ShieldAttachment' SelectSound=Sound'WeaponSounds.ShieldGun_change' SelectForce="ShieldGun_change" ShieldHitForce="ShieldReflection" AIRating=0.35 CurrentRating=0.35 HudColor=(r=255,g=188,b=121,a=255) Priority=2 CustomCrosshair=6 CustomCrosshairTextureName="Crosshairs.Hud.Crosshair_Pointer" CustomCrosshairColor=(r=255,g=188,b=121,a=255) CustomCrosshairScale=1.0 CenteredOffsetY=-9.0 CenteredRoll=1000 } |
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