| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Inventory
|
+-- Engine.Weapon
|
+-- XWeapons.SniperRifle
| Constants Summary |
|---|
| Inherited Contants from Engine.Weapon |
|---|
| NUM_FIRE_MODES |
| Variables Summary | |
|---|---|
| float | LastFOV |
| Gfx | |
| Color | ArrowColor |
| float | borderX |
| float | borderY |
| Color | ChargeColor |
| Color | FocusColor |
| float | focusX |
| float | focusY |
| float | innerArrowsX |
| float | innerArrowsY |
| Color | NoTargetColor |
| vector | RechargeOrigin |
| vector | RechargeSize |
| Color | TargetColor |
| float | testX |
| float | testY |
| SniperRifle | |
| xEmitter | chargeEmitter |
| bool | zoomed |
| 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 | ||
|---|---|---|
![]() | byte | BestMode ())) |
![]() | BringUp (optional Weapon PrevWeapon)) | |
![]() | ClientStartFire (int mode)) | |
![]() | ClientStopFire (int mode)) | |
![]() | ClientWeaponThrown ())) | |
![]() | Destroyed ())) | |
![]() | float | GetAIRating ())) |
![]() | IncrementFlashCount (int Mode)) | |
![]() | PostBeginPlay ())) | |
![]() | bool | PutDown ())) |
![]() | bool | RecommendRangedAttack ())) |
![]() | RenderOverlays (Canvas Canvas )) | |
![]() | SetZoomBlendColor (Canvas c)) | |
![]() | float | SuggestAttackStyle ())) |
![]() | float | SuggestDefenseStyle ())) |
![]() | Tick (float t )) TickEffects | |
| States Summary |
|---|
| TickEffects Source code |
|---|
|
state TickEffects |
| Tick |
| Variables Detail |
|---|
| Functions Detail |
|---|
BestMode Source code
BringUp Source code
ClientStartFire Source code
ClientStopFire Source code
ClientWeaponThrown Source code
Destroyed Source code
GetAIRating Source code
IncrementFlashCount Source code
PostBeginPlay Source code
PutDown Source code
RecommendRangedAttack Source code
RenderOverlays Source code
SetZoomBlendColor Source code
SuggestAttackStyle Source code
SuggestDefenseStyle Source code
Tick TickEffects Source code| Defaultproperties |
|---|
defaultproperties
{
HighDetailOverlay=Material'UT2004Weapons.WeaponSpecMap2'
SelectAnimRate=+1.25
BringUpTime=+0.36
MinReloadPct=+0.25
ItemName="Lightning Gun"
Description="The Lightning Gun is a high-power energy rifle capable of ablating even the heaviest carapace armor. Acquisition of a target at long range requires a steady hand, but the anti-jitter effect of the optical system reduces the weapon's learning curve significantly. Once the target has been acquired, the operator depresses the trigger, painting a proton 'patch' on the target. Milliseconds later the rifle emits a high voltage arc of electricity, which seeks out the charge differential and annihilates the target."
IconMaterial=Material'HudContent.Generic.HUD'
IconCoords=(X1=246,Y1=182,X2=331,Y2=210)
FireModeClass(0)=SniperFire
FireModeClass(1)=SniperZoom
InventoryGroup=9
Mesh=mesh'Weapons.Sniper_1st'
BobDamping=2.3
PickupClass=class'SniperRiflePickup'
EffectOffset=(X=100,Y=28,Z=-26)
SmallEffectOffset=(X=92,Y=32,Z=-35)
DrawScale=0.4
PlayerViewOffset=(X=0,Y=2.3,Z=0)
SmallViewOffset=(X=8,Y=6.3,Z=-4)
PlayerViewPivot=(Pitch=0,Roll=0,Yaw=0)
PutDownAnim=PutDown
IdleAnim=Idle
SelectAnim=PickUp
DisplayFOV=60.0
borderX=60.0
borderY=60.0
focusX=135
focusY=105
testX=100
testY=100
innerArrowsX=42.0
innerArrowsY=42.0
ChargeColor=(R=255,G=255,B=255,A=255)
FocusColor=(R=71,G=90,B=126,A=215)
NoTargetColor=(R=200,G=200,B=200,A=255)
TargetColor=(R=255,G=255,B=255,A=255)
ArrowColor=(R=255,G=0,B=0,A=255)
RechargeOrigin=(X=600,Y=330,Z=0)
RechargeSize=(X=10,Y=-180,Z=0)
AttachmentClass=class'SniperAttachment'
SelectSound=Sound'WeaponSounds.LightningGun.SwitchToLightningGun'
zoomed=false
SelectForce="SwitchToLightningGun"
bSniping=true
AIRating=+0.69
CurrentRating=+0.69
bDynamicLight=false
LightType=LT_Steady
LightEffect=LE_NonIncidence
LightPeriod=3
LightBrightness=255
LightHue=165
LightSaturation=170
LightRadius=5.0
HudColor=(r=185,g=170,b=255,a=255)
CustomCrosshair=0
CustomCrosshairTextureName="Crosshairs.Hud.Crosshair_Cross1"
CustomCrosshairColor=(r=185,g=170,b=255,a=255)
Priority=11
CenteredOffsetY=0
CenteredYaw=-500
}
|
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