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XWeapons.ShieldGun

Extends
Weapon
Modifiers
config ( user ) HideDropDown

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

Direct Known Subclasses:

ClassicShieldGun

Constants Summary
Inherited Contants from Engine.Weapon
NUM_FIRE_MODES

Variables Summary
StringShieldHitForce
SoundShieldHitSound
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 AdjustPlayerDamage (out int Damage, Pawn InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType))
functionfloat AmmoStatus (optional int Mode))
function AnimEnd (int channel))
functionbyte BestMode ()))
function BringUp (optional Weapon PrevWeapon))
functionbool CanAttack (Actor Other))
functionvector CenteredEffectStart ()))
functionfloat ChargeBar ()))
functionbool CheckReflect (Vector HitLocation, out Vector RefNormal, int AmmoDrain ))
function ClientTakeHit (int Drain))
function DoAutoSwitch ()))
function DoReflectEffect (int Drain))
function FireHack (byte Mode))
functionfloat GetAIRating ()))
function GiveTo (Pawn Other, optional Pickup Pickup))
event RenderOverlays (Canvas Canvas ))
functionfloat SuggestAttackStyle ()))
functionfloat SuggestDefenseStyle ()))
function Timer ()))
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

ShieldHitForce Source code

var String ShieldHitForce;

ShieldHitSound Source code

var Sound ShieldHitSound;


Functions Detail

AdjustPlayerDamage Source code

function AdjustPlayerDamage ( out int Damage, Pawn InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType) )

AmmoStatus Source code

simulated function float AmmoStatus ( optional int Mode) )

AnimEnd Source code

function AnimEnd ( int channel) )

BestMode Source code

function byte BestMode ( ) )

BringUp Source code

simulated function BringUp ( optional Weapon PrevWeapon) )

CanAttack Source code

function bool CanAttack ( Actor Other) )

CenteredEffectStart Source code

simulated function vector CenteredEffectStart ( ) )

ChargeBar Source code

simulated function float ChargeBar ( ) )

CheckReflect Source code

function bool CheckReflect ( Vector HitLocation, out Vector RefNormal, int AmmoDrain ) )

ClientTakeHit Source code

simulated function ClientTakeHit ( int Drain) )

DoAutoSwitch Source code

simulated function DoAutoSwitch ( ) )

DoReflectEffect Source code

function DoReflectEffect ( int Drain) )

FireHack Source code

function FireHack ( byte Mode) )

GetAIRating Source code

function float GetAIRating ( ) )

GiveTo Source code

function GiveTo ( Pawn Other, optional Pickup Pickup) )

RenderOverlays Source code

simulated event RenderOverlays ( Canvas Canvas ) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )

SuggestDefenseStyle Source code

function float SuggestDefenseStyle ( ) )

Timer Source code

simulated function Timer ( ) )


Defaultproperties

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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Creation time: Do 14.8.2014 09:58:21.566 - Created with UnCodeX