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XWeapons.ShockRifle

Extends
Weapon
Modifiers
config ( user )

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

Direct Known Subclasses:

ClassicShockRifle, SuperShockRifle

Constants Summary
Inherited Contants from Engine.Weapon
NUM_FIRE_MODES

Variables Summary
boolbRegisterTarget
boolbWaitForCombo
vectorComboStart
ShockProjectileComboTarget
colorEffectColor
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 DoCombo ()))
functionfloat GetAIRating ()))
functionvector GetEffectStart ()))
function PostBeginPlay ()))
functionfloat RangedAttackTime ()))
event RenderOverlays (Canvas Canvas ))
function SetComboTarget (ShockProjectile S))
functionbool StartFire (int mode))
functionfloat SuggestAttackStyle ()))
functionbool WeaponCentered ()))
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

bRegisterTarget Source code

var bool bRegisterTarget;

bWaitForCombo Source code

var bool bWaitForCombo;

ComboStart Source code

var vector ComboStart;

ComboTarget Source code

var ShockProjectile ComboTarget;

EffectColor Source code

var color EffectColor;


Functions Detail

BestMode Source code

function byte BestMode ( ) )

DoCombo Source code

function DoCombo ( ) )

GetAIRating Source code

function float GetAIRating ( ) )

GetEffectStart Source code

simulated function vector GetEffectStart ( ) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

RangedAttackTime Source code

function float RangedAttackTime ( ) )

RenderOverlays Source code

simulated event RenderOverlays ( Canvas Canvas ) )

SetComboTarget Source code

function SetComboTarget ( ShockProjectile S) )

StartFire Source code

simulated function bool StartFire ( int mode) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )

WeaponCentered Source code

simulated function bool WeaponCentered ( ) )


Defaultproperties

defaultproperties
{
	HighDetailOverlay=Material'UT2004Weapons.WeaponSpecMap2'
    ItemName="Shock Rifle"
    Description="The ASMD Shock Rifle has changed little since its incorporation into the Tournaments. The ASMD sports two firing modes capable of acting in concert to neutralize opponents in a devastating shockwave.||This combination attack is achieved when the weapon operator utilizes the secondary fire mode to deliver a charge of seeded plasma to the target.|Once the slow-moving plasma charge is within range of the target, the weapon operator may fire the photon beam into the plasma core, releasing the explosive energy of the anti-photons contained within the plasma's EM field."
    IconMaterial=Material'HudContent.Generic.HUD'
    IconCoords=(X1=250,Y1=110,X2=330,Y2=145)


    FireModeClass(0)=ShockBeamFire
    FireModeClass(1)=ShockProjFire
    InventoryGroup=4
    Mesh=mesh'NewWeapons2004.ShockRifle'
    BobDamping=1.8
    PickupClass=class'ShockRiflePickup'
    EffectOffset=(X=65,Y=14,Z=-10)
    IdleAnim=Idle
    SelectAnim=Pickup
    PutDownAnim=PutDown


    DrawScale=0.7
    PlayerViewPivot=(Yaw=0,Pitch=-1000)
    PlayerViewOffset=(X=4,Y=8,Z=-2)
    SmallViewOffset=(X=11,Y=11.5,Z=-4)
    DisplayFOV=70
    SelectSound=Sound'WeaponSounds.ShockRifle.SwitchToShockRifle'
    AttachmentClass=class'ShockAttachment'
	SelectForce="SwitchToShockRifle"


	AIRating=+0.63
	CurrentRating=+0.63


    bDynamicLight=false
    LightType=LT_Steady
    LightEffect=LE_NonIncidence
    LightPeriod=3
    LightBrightness=255
    LightHue=200
    LightSaturation=70
    LightRadius=4.0


    HudColor=(r=128,g=0,b=255,a=255)
	CustomCrosshair=1
	CustomCrosshairTextureName="Crosshairs.Hud.Crosshair_Cross2"
	CustomCrosshairColor=(r=255,g=0,b=255,a=255)
	CustomCrosshairScale=+1.333
	Priority=6


	CenteredOffsetY=1.0
	CenteredYaw=-1000
	CenteredRoll=1000
	EffectColor=(r=192,g=0,b=255,a=128)
	OldMesh=mesh'Weapons.ShockRifle_1st'
    OldDrawScale=1.0
    OldPlayerViewOffset=(X=-15,Y=0,Z=-5)
    OldSmallViewOffset=(X=-8,Y=4,Z=-8)
    OldPlayerViewPivot=(Pitch=1000,Roll=-500,Yaw=-800)


	OldCenteredOffsetY=-8.0
	OldCenteredYaw=-500
	OldPickup="WeaponStaticMesh.ShockRiflePickup"
}

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Creation time: Do 14.8.2014 09:58:21.966 - Created with UnCodeX