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Engine.Weapon

Extends
Inventory
Modifiers
abstract native nativereplication HideDropDown CacheExempt

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

Direct Known Subclasses:

AssaultRifle, BallLauncher, BioRifle, ClassicSniperRifle, FlakCannon, LinkGun, Minigun, ONSAVRiL, ONSGrenadeLauncher, ONSMineLayer, Painter, Redeemer, RocketLauncher, ShieldGun, ShockRifle, SniperRifle, TransLauncher, Weapon_Sentinel, Weapon_SpaceFighter, Weapon_Turret, Weapon_Turret_IonCannon, Weapon_Turret_Minigun

Constants Summary
NUM_FIRE_MODES=2
Inherited Contants from Engine.Actor
MAXSTEPHEIGHT, MINFLOORZ

Variables Summary
intAmmoCharge[2]
class<Ammunition>AmmoClass[2]
boolbBerserk
boolbDebugging
boolbEndOfRound
boolbInitOldMesh
boolbMatchWeapons
boolbNoAmmoInstances
boolbNoInstagibReplace
boolbNotInDemo
boolbNoVoluntarySwitch
boolbPendingSwitch
floatBringUpTime
boolbShowChargingBar
boolbSpectated
boolbUseOldWeaponMesh
floatCurrentRating
intCustomCrosshair
colorCustomCrossHairColor
floatCustomCrossHairScale
textureCustomCrossHairTexture
stringCustomCrossHairTextureName
class<Weapon>DemoReplacement
floatDownDelay
floatHand
ColorHudColor
floatMinReloadPct
MeshOldMesh
stringOldPickup
WeaponOldWeapon
floatPutDownTime
floatRenderedHand
FirstPerson
floatCenteredOffsetY
intCenteredRoll
intCenteredYaw
floatDisplayFOV
vectorEffectOffset
vectorSmallEffectOffset
vectorSmallViewOffset
OldFirstPerson
floatOldCenteredOffsetY
intOldCenteredRoll
intOldCenteredYaw
floatOldDrawScale
vectorOldPlayerViewOffset
rotatorOldPlayerViewPivot
vectorOldSmallViewOffset
Weapon
NameAimAnim
floatAimAnimRate
floatAIRating
AmmunitionAmmo[NUM_FIRE_MODES]
boolbCanThrow
boolbForceSwitch
boolbMeleeWeapon
boolbNotInPriorityList
intBotMode
boolbSniping
EWeaponClientStateClientState
byteDefaultPriority
stringDescription
byteExchangeFireModes
class<WeaponFire>FireModeClass[NUM_FIRE_MODES]
WeaponFireFireMode[NUM_FIRE_MODES]
NameIdleAnim
floatIdleAnimRate
stringMessageNoAmmo
bytePriority
NamePutDownAnim
floatPutDownAnimRate
NameRestAnim
floatRestAnimRate
NameRunAnim
floatRunAnimRate
NameSelectAnim
floatSelectAnimRate
StringSelectForce
SoundSelectSound
Inherited Variables from Engine.Inventory
AttachmentClass, bDisplayableInv, bDrawingFirstPerson, BobDamping, bTossedOut, Charge, GroupOffset, IconCoords, IconMaterial, InventoryGroup, ItemName, PickupClass, PlayerViewOffset, PlayerViewPivot, ThirdPersonActor
Inherited Variables from Engine.Actor
Acceleration, AccumKarmaAngleError, ActorRenderData, AmbientGlow, AmbientSound, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bActorShadows, bAlreadyPrecachedMaterials, bAlreadyPrecachedMeshes, bAlwaysFaceCamera, bAlwaysRelevant, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAttenByLife, bAutoAlignToTerrain, bBadStateCode, bBlockActors, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockProjectiles, bBlocksTeleport, bBlockZeroExtentTraces, bBounce, bCanBeDamaged, bCanTeleport, bClientAnim, bClientAuthoritative, bClientDemoNetFunc, bClientDemoRecording, bClientTrigger, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeferRendering, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDetailAttachment, bDirectional, bDirectionalCorona, bDisableSorting, bDisturbFluidSurface, bDramaticLighting, bDynamicLight, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForceSkelUpdate, bFullVolume, bGameRelevant, bHardAttach, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bIgnoreTerminalVelocity, bIgnoreVehicles, bInterpolating, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNoDelete, bNoRepMesh, bNotifyLocalPlayerTeamReceived, bNotOnDedServer, bObsolete, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOrientToVelocity, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bShouldBaseAtStartup, bShouldStopKarma, bShowOctreeNodes, bSkipActorPropertyReplication, bSmoothKarmaStateUpdates, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTicked, bTimerLoop, bTraceWater, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseCollisionStaticMesh, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, ClientOverlayCounter, ClientOverlayTimer, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, ExcludeTag[8], FluidSurfaceShootStrengthMod, ForcedVisibilityZoneTag, ForceNoise, ForceRadius, ForceScale, ForceType, Group, HardRelMatrix, HighDetailOverlay, InitialState, Instigator, Inventory, JoinedTag, KParams, KStepTag, LastRenderTime, LatentFloat, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, MaxLights, Mesh, MeshInstance, MessageClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, OverlayMaterial, OverlayTimer, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SoundPitch, SoundRadius, SoundVolume, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, SurfaceType, Tag, Texture, TimerCounter, TimerRate, Touching, TransientSoundRadius, TransientSoundVolume, UV2Mode, UV2Texture, Velocity, XLevel

Enumerations Summary
EWeaponClientState
WS_None, WS_Hidden, WS_BringUp, WS_PutDown, WS_ReadyToFire
Inherited Enumerations from Engine.Actor
EDoubleClickDir, EDrawType, EFilterState, EFlagState, EForceType, eKillZType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ESurfaceTypes, ETravelType, EUV2Mode

Structures Summary
Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, FireProperties, KRBVec, KRigidBodyState, KSimParams, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr

Functions Summary
functionbool AddAmmo (int AmmoToAdd, int Mode)
function AdjustPlayerDamage (out int Damage, Pawn InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType)
function AltFire (float F)
functionint AmmoAmount (int mode)
functionbool AmmoMaxed (int mode)
functionclass<PickupAmmoPickupClass (int mode)
functionfloat AmmoStatus (optional int Mode)
function AnimEnd (int channel)
function BeginState ()
PendingClientWeaponSet
functionbyte BestMode ()
functionbool BotFire (bool bFinished, optional name FiringMode)
function BringUp (optional Weapon PrevWeapon)
functionbool CanAttack (Actor Other)
functionbool CanHeal (Actor Other)
functionbool CanThrow ()
functionvector CenteredEffectStart ()
functionfloat ChargeBar ()
function CheckOutOfAmmo ()
functionbool CheckReflect (Vector HitLocation, out Vector RefNormal, int AmmoDrain)
function CheckSuperBerserk ()
function ClientForceAmmoUpdate (int Mode, int NewAmount)
function ClientPlayForceFeedback (String EffectName)
event ClientStartFire (int Mode)
event ClientStopFire (int Mode)
function ClientWeaponSet (bool bPossiblySwitch)
function ClientWeaponThrown ()
function ClientWriteFire (string Result)
function ClientWriteStats (byte Mode, bool bMatch, bool bAllowFire, bool bDelay, bool bAlt, float wait)
functionbool ConsumeAmmo (int Mode, float load, optional bool bAmountNeededIsMax)
functionfloat DesireAmmo (class<Inventory> NewAmmoClass, bool bDetour)
function Destroyed ()
function DetachFromPawn (Pawn P)
function DisplayDebug (Canvas Canvas, out float YL, out float YPos)
function DoAutoSwitch ()
function DoReflectEffect (int Drain)
function DrawWeaponInfo (Canvas C)
function DropFrom (vector StartLocation)
function EndState ()
PendingClientWeaponSet
function FillToInitialAmmo ()
function Fire (float F)
function FireHack (byte Mode)
functionbool FireOnRelease ()
functionbool FocusOnLeader (bool bLeaderFiring)
functionfloat GetAIRating ()
functionclass<AmmunitionGetAmmoClass (int mode)
function GetAmmoCount (out float MaxAmmoPrimary, out float CurAmmoPrimary)
functionfloat GetDamageRadius ()
functionclass<DamageTypeGetDamageType ()
functionvector GetEffectStart ()
functionWeaponFire GetFireMode (byte Mode)
functionvector GetFireStart (vector X, vector Y, vector Z)
function GetViewAxes (out vector xaxis, out vector yaxis, out vector zaxis)
function GiveAmmo (int m, WeaponPickup WP, bool bJustSpawned)
function GiveTo (Pawn Other, optional Pickup Pickup)
function HackPlayFireSound ()
functionbool HandlePickupQuery (pickup Item)
functionbool HasAmmo ()
function HolderDied ()
function ImmediateStopFire ()
function IncrementFlashCount (int Mode)
function InitWeaponFires ()
functionbool IsFiring ()
functionbool IsRapidFire ()
function Loaded ()
functionint MaxAmmo (int mode)
function MaxOutAmmo ()
functionbool NeedAmmo (int mode)
function NewDrawWeaponInfo (Canvas C, float YPos)
functionWeapon NextWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)
function OutOfAmmo ()
function PawnUnpossessed ()
function PlayIdle ()
function PostBeginPlay ()
function PostNetReceive ()
function PreDrawFPWeapon ()
functionWeapon PrevWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)
functionbool PutDown ()
functionfloat RangedAttackTime ()
functionfloat RateSelf ()
functionbool ReadyToFire (int Mode)
functionbool RecommendLongRangedAttack ()
functionbool RecommendRangedAttack ()
functionbool RecommendSplashDamage ()
functionWeapon RecommendWeapon (out float rating)
functionfloat RefireRate ()
event RenderOverlays (Canvas Canvas)
function Reselect ()
event ServerStartFire (byte Mode)
function ServerStopFire (byte Mode)
function SetAITarget (Actor T)
function SetGRI (GameReplicationInfo G)
function SetHand (float InHand)
functionbool ShootHoop (Controller B, Vector ShootLoc)
functionbool ShouldFireWithoutTarget ()
functionbool SplashDamage ()
functionbool SplashJump ()
function StartBerserk ()
function StartDebugging ()
functionbool StartFire (int Mode)
function StopBerserk ()
event StopFire (int Mode)
function StopForceFeedback (String EffectName)
functionfloat SuggestAttackStyle ()
functionfloat SuggestDefenseStyle ()
function SuperMaxOutAmmo ()
function SynchronizeWeapon (Weapon ClientWeapon)
function Timer ()
function Timer ()
PendingClientWeaponSet
functionbool WantsZoomFade ()
functionbool WeaponCentered ()
functionWeapon WeaponChange (byte F, bool bSilent)
event WeaponTick (float dt)
function ZeroFlashCount (int Mode)
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
Inherited Functions from Engine.Actor
*, +, -, AddToPackageMap, AdjustVolume, AllActors, AllowMusicPlayback, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, AnimStopLooping, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BlocksShotAt, BoneRefresh, BroadcastLocalizedMessage, Bump, CanSplash, ChangeBaseParamsFeedbackEffect, ChangeSpringFeedbackEffect, CheckForErrors, CheckMaxEffectDistance, ChildActors, ClearStayingDebugLines, ClientTrigger, Clock, CollidingActors, ConsoleCommand, CopyObjectToClipboard, Crash, CurrentLIPSincAnim, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, DisplayDebug, DrawDebugCircle, DrawDebugLine, DrawDebugSphere, DrawStayingDebugLine, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishedInterpolation, FinishInterpolation, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAllInt, GetAllIntDesc, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClosestBone, GetCollisionExtent, GetDebugName, GetHumanReadableName, GetLocalString, GetMapName, GetMeshName, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, GetSoundDuration, GetURLMap, GetUrlOption, HasAnim, HasLIPSincAnim, HealDamage, HitWall, HurtRadius, IsAnimating, IsInPain, IsInVolume, IsJoinedTo, IsPlayingLIPSincAnim, IsStationary, IsTweening, KAddAngularImpulse, KAddBoneLifter, KAddImpulse, KApplyForce, KDisableCollision, KDrawRigidBodyState, KEnableCollision, KFreezeRagdoll, KGetActorGravScale, KGetCOMOffset, KGetCOMPosition, KGetDampingProps, KGetFriction, KGetImpactThreshold, KGetInertiaTensor, KGetMass, KGetRBQuaternion, KGetRestitution, KGetRigidBodyState, KGetSimParams, KGetSkelMass, KilledBy, KImpact, KIsAwake, KIsRagdollAvailable, KMakeRagdollAvailable, KRBVecFromVector, KRBVecToVector, KRemoveAllBoneLifters, KRemoveLifterFromBone, KScaleJointLimits, KSetActorGravScale, KSetBlockKarma, KSetCOMOffset, KSetDampingProps, KSetFriction, KSetImpactThreshold, KSetInertiaTensor, KSetMass, KSetRestitution, KSetSimParams, KSetSkelVel, KSetStayUpright, KSetStayUprightParams, KSkelConvulse, KUpdateState, KVelDropBelow, KWake, Landed, LinkMesh, LinkSkelAnim, LIPSincAnimEnd, LockRootMotion, LoopAnim, LostChild, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, NearSpot, NotifyLocalPlayerDead, NotifyLocalPlayerTeamReceived, OnlyAffectPawns, PauseStream, PawnBaseDied, PhysicsVolumeChange, PlayAnim, PlayerCanSeeMe, PlayFeedbackEffect, PlayLIPSincAnim, PlayMusic, PlayOwnedSound, PlaySound, PlayStream, PlayTeleportEffect, PostBeginPlay, PostLoadSavedGame, PostNetBeginPlay, PostNetReceive, PostTeleport, PostTouch, POVChanged, PreBeginPlay, PrecacheAnnouncer, PreSaveGame, PreTeleport, RadiusActors, RanInto, RecoverFromBadStateCode, RenderOverlays, RenderTexture, Reset, ResetStaticFilterState, SeekStream, SelfTriggered, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDelayedDamageInstigatorController, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetLocation, SetOverlayMaterial, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTimer, ShouldBeHidden, Sleep, Spawn, SpecialHandling, StartInterpolation, StopAllMusic, StopAnimating, StopFeedbackEffect, StopLIPSincAnim, StopMusic, StopStream, SuggestFallVelocity, TakeDamage, TeamLink, TextToSpeech, Tick, Timer, TimerPop, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TraceThisActor, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnClock, UnTouch, UnTrigger, UntriggerEvent, UpdateAnnouncements, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes, UpdateURL, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange

States Summary
Hidden Source code
state Hidden
PendingClientWeaponSet Source code
state PendingClientWeaponSet
BeginState, EndState, Timer


Constants Detail

NUM_FIRE_MODES Source code

const NUM_FIRE_MODES = 2;


Variables Detail

AmmoCharge[2] Source code

var int AmmoCharge[2];

AmmoClass[2] Source code

var class<Ammunition> AmmoClass[2];

bBerserk Source code

var bool bBerserk;

bDebugging Source code

var bool bDebugging;

bEndOfRound Source code

var bool bEndOfRound;

bInitOldMesh Source code

var bool bInitOldMesh;

bMatchWeapons Source code

var bool bMatchWeapons;

bNoAmmoInstances Source code

var bool bNoAmmoInstances;

bNoInstagibReplace Source code

var bool bNoInstagibReplace;

bNotInDemo Source code

var bool bNotInDemo;

bNoVoluntarySwitch Source code

var bool bNoVoluntarySwitch;

bPendingSwitch Source code

var transient bool bPendingSwitch;

BringUpTime Source code

var float BringUpTime;

bShowChargingBar Source code

var bool bShowChargingBar;

bSpectated Source code

var bool bSpectated;

bUseOldWeaponMesh Source code

var config bool bUseOldWeaponMesh;

CurrentRating Source code

var float CurrentRating;

CustomCrosshair Source code

var config int CustomCrosshair;

CustomCrossHairColor Source code

var config color CustomCrossHairColor;

CustomCrossHairScale Source code

var config float CustomCrossHairScale;

CustomCrossHairTexture Source code

var texture CustomCrossHairTexture;

CustomCrossHairTextureName Source code

var config string CustomCrossHairTextureName;

DemoReplacement Source code

var class<Weapon> DemoReplacement;

DownDelay Source code

var float DownDelay;

Hand Source code

var float Hand;

HudColor Source code

var Color HudColor;

MinReloadPct Source code

var float MinReloadPct;

OldMesh Source code

var Mesh OldMesh;

OldPickup Source code

var string OldPickup;

OldWeapon Source code

var Weapon OldWeapon;

PutDownTime Source code

var float PutDownTime;

RenderedHand Source code

var float RenderedHand;

FirstPerson

CenteredOffsetY Source code

var(FirstPerson) float CenteredOffsetY;

CenteredRoll Source code

var(FirstPerson) int CenteredRoll;

CenteredYaw Source code

var(FirstPerson) int CenteredYaw;

DisplayFOV Source code

var(FirstPerson) float DisplayFOV;

EffectOffset Source code

var(FirstPerson) vector EffectOffset;

SmallEffectOffset Source code

var(FirstPerson) vector SmallEffectOffset;

SmallViewOffset Source code

var(FirstPerson) vector SmallViewOffset;

OldFirstPerson

OldCenteredOffsetY Source code

var(OldFirstPerson) float OldCenteredOffsetY;

OldCenteredRoll Source code

var(OldFirstPerson) int OldCenteredRoll;

OldCenteredYaw Source code

var(OldFirstPerson) int OldCenteredYaw;

OldDrawScale Source code

var(OldFirstPerson) float OldDrawScale;

OldPlayerViewOffset Source code

var(OldFirstPerson) vector OldPlayerViewOffset;

OldPlayerViewPivot Source code

var(OldFirstPerson) rotator OldPlayerViewPivot;

OldSmallViewOffset Source code

var(OldFirstPerson) vector OldSmallViewOffset;

Weapon

AimAnim Source code

var(Weapon) Name AimAnim;

AimAnimRate Source code

var(Weapon) float AimAnimRate;

AIRating Source code

var(Weapon) float AIRating;

Ammo[NUM_FIRE_MODES] Source code

var(Weapon) protected Ammunition Ammo[NUM_FIRE_MODES];

bCanThrow Source code

var(Weapon) bool bCanThrow;

bForceSwitch Source code

var(Weapon) bool bForceSwitch;

bMeleeWeapon Source code

var(Weapon) bool bMeleeWeapon;

bNotInPriorityList Source code

var(Weapon) deprecated bool bNotInPriorityList;

BotMode Source code

var(Weapon) int BotMode;

bSniping Source code

var(Weapon) bool bSniping;

ClientState Source code

var(Weapon) EWeaponClientState ClientState;

DefaultPriority Source code

var(Weapon) deprecated byte DefaultPriority;

Description Source code

var(Weapon) localized cache string Description;

ExchangeFireModes Source code

var(Weapon) config byte ExchangeFireModes;

FireModeClass[NUM_FIRE_MODES] Source code

var(Weapon) class<WeaponFire> FireModeClass[NUM_FIRE_MODES];

FireMode[NUM_FIRE_MODES] Source code

var(Weapon) protected WeaponFire FireMode[NUM_FIRE_MODES];

IdleAnim Source code

var(Weapon) Name IdleAnim;

IdleAnimRate Source code

var(Weapon) float IdleAnimRate;

MessageNoAmmo Source code

var(Weapon) Localized string MessageNoAmmo;

Priority Source code

var(Weapon) config byte Priority;

PutDownAnim Source code

var(Weapon) Name PutDownAnim;

PutDownAnimRate Source code

var(Weapon) float PutDownAnimRate;

RestAnim Source code

var(Weapon) Name RestAnim;

RestAnimRate Source code

var(Weapon) float RestAnimRate;

RunAnim Source code

var(Weapon) Name RunAnim;

RunAnimRate Source code

var(Weapon) float RunAnimRate;

SelectAnim Source code

var(Weapon) Name SelectAnim;

SelectAnimRate Source code

var(Weapon) float SelectAnimRate;

SelectForce Source code

var(Weapon) String SelectForce;

SelectSound Source code

var(Weapon) Sound SelectSound;


Enumerations Detail

EWeaponClientState Source code

enum EWeaponClientState
{
WS_None, WS_Hidden, WS_BringUp, WS_PutDown, WS_ReadyToFire
};


Functions Detail

AddAmmo Source code

function bool AddAmmo ( int AmmoToAdd, int Mode )

AdjustPlayerDamage Source code

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

AltFire Source code

simulated function AltFire ( float F )

AmmoAmount Source code

simulated function int AmmoAmount ( int mode )

AmmoMaxed Source code

simulated function bool AmmoMaxed ( int mode )

AmmoPickupClass Source code

simulated function class<Pickup> AmmoPickupClass ( int mode )

AmmoStatus Source code

simulated function float AmmoStatus ( optional int Mode )

AnimEnd Source code

simulated function AnimEnd ( int channel )

BeginState PendingClientWeaponSet Source code

simulated function BeginState ( )

BestMode Source code

function byte BestMode ( )

BotFire Source code

function bool BotFire ( bool bFinished, optional name FiringMode )

BringUp Source code

simulated function BringUp ( optional Weapon PrevWeapon )

CanAttack Source code

function bool CanAttack ( Actor Other )

CanHeal Source code

function bool CanHeal ( Actor Other )

CanThrow Source code

simulated function bool CanThrow ( )

CenteredEffectStart Source code

simulated function vector CenteredEffectStart ( )

ChargeBar Source code

simulated function float ChargeBar ( )

CheckOutOfAmmo Source code

simulated function CheckOutOfAmmo ( )

CheckReflect Source code

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

CheckSuperBerserk Source code

simulated function CheckSuperBerserk ( )

ClientForceAmmoUpdate Source code

simulated function ClientForceAmmoUpdate ( int Mode, int NewAmount )

ClientPlayForceFeedback Source code

simulated function ClientPlayForceFeedback ( String EffectName )

ClientStartFire Source code

simulated event ClientStartFire ( int Mode )

ClientStopFire Source code

simulated event ClientStopFire ( int Mode )

ClientWeaponSet Source code

simulated function ClientWeaponSet ( bool bPossiblySwitch )

ClientWeaponThrown Source code

simulated function ClientWeaponThrown ( )

ClientWriteFire Source code

simulated function ClientWriteFire ( string Result )

ClientWriteStats Source code

simulated function ClientWriteStats ( byte Mode, bool bMatch, bool bAllowFire, bool bDelay, bool bAlt, float wait )

ConsumeAmmo Source code

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

DesireAmmo Source code

simulated function float DesireAmmo ( class<Inventory> NewAmmoClass, bool bDetour )

Destroyed Source code

simulated function Destroyed ( )

DetachFromPawn Source code

simulated function DetachFromPawn ( Pawn P )

DisplayDebug Source code

simulated function DisplayDebug ( Canvas Canvas, out float YL, out float YPos )

DoAutoSwitch Source code

simulated function DoAutoSwitch ( )

DoReflectEffect Source code

function DoReflectEffect ( int Drain )

DrawWeaponInfo Source code

simulated function DrawWeaponInfo ( Canvas C )

DropFrom Source code

function DropFrom ( vector StartLocation )

EndState PendingClientWeaponSet Source code

simulated function EndState ( )

FillToInitialAmmo Source code

simulated function FillToInitialAmmo ( )

Fire Source code

simulated function Fire ( float F )

FireHack Source code

function FireHack ( byte Mode )

FireOnRelease Source code

function bool FireOnRelease ( )

FocusOnLeader Source code

function bool FocusOnLeader ( bool bLeaderFiring )

GetAIRating Source code

function float GetAIRating ( )

GetAmmoClass Source code

simulated function class<Ammunition> GetAmmoClass ( int mode )

GetAmmoCount Source code

simulated function GetAmmoCount ( out float MaxAmmoPrimary, out float CurAmmoPrimary )

GetDamageRadius Source code

function float GetDamageRadius ( )

GetDamageType Source code

function class<DamageType> GetDamageType ( )

GetEffectStart Source code

simulated function vector GetEffectStart ( )

GetFireMode Source code

simulated function WeaponFire GetFireMode ( byte Mode )

GetFireStart Source code

simulated function vector GetFireStart ( vector X, vector Y, vector Z )

GetViewAxes Source code

simulated function GetViewAxes ( out vector xaxis, out vector yaxis, out vector zaxis )

GiveAmmo Source code

function GiveAmmo ( int m, WeaponPickup WP, bool bJustSpawned )

GiveTo Source code

function GiveTo ( Pawn Other, optional Pickup Pickup )

HackPlayFireSound Source code

function HackPlayFireSound ( )

HandlePickupQuery Source code

function bool HandlePickupQuery ( pickup Item )

HasAmmo Source code

simulated function bool HasAmmo ( )

HolderDied Source code

function HolderDied ( )

ImmediateStopFire Source code

simulated function ImmediateStopFire ( )

IncrementFlashCount Source code

simulated function IncrementFlashCount ( int Mode )

InitWeaponFires Source code

native final function InitWeaponFires ( )

IsFiring Source code

simulated function bool IsFiring ( )

IsRapidFire Source code

function bool IsRapidFire ( )

Loaded Source code

simulated function Loaded ( )

MaxAmmo Source code

simulated function int MaxAmmo ( int mode )

MaxOutAmmo Source code

simulated function MaxOutAmmo ( )

NeedAmmo Source code

simulated function bool NeedAmmo ( int mode )

NewDrawWeaponInfo Source code

simulated function NewDrawWeaponInfo ( Canvas C, float YPos )

NextWeapon Source code

simulated function Weapon NextWeapon ( Weapon CurrentChoice, Weapon CurrentWeapon )

OutOfAmmo Source code

simulated function OutOfAmmo ( )

PawnUnpossessed Source code

simulated function PawnUnpossessed ( )

PlayIdle Source code

simulated function PlayIdle ( )

PostBeginPlay Source code

simulated function PostBeginPlay ( )

PostNetReceive Source code

simulated function PostNetReceive ( )

PreDrawFPWeapon Source code

simulated function PreDrawFPWeapon ( )

PrevWeapon Source code

simulated function Weapon PrevWeapon ( Weapon CurrentChoice, Weapon CurrentWeapon )

PutDown Source code

simulated function bool PutDown ( )

RangedAttackTime Source code

function float RangedAttackTime ( )

RateSelf Source code

simulated function float RateSelf ( )

ReadyToFire Source code

simulated function bool ReadyToFire ( int Mode )

RecommendLongRangedAttack Source code

function bool RecommendLongRangedAttack ( )

RecommendRangedAttack Source code

function bool RecommendRangedAttack ( )

RecommendSplashDamage Source code

function bool RecommendSplashDamage ( )

RecommendWeapon Source code

simulated function Weapon RecommendWeapon ( out float rating )

RefireRate Source code

function float RefireRate ( )

RenderOverlays Source code

simulated event RenderOverlays ( Canvas Canvas )

Reselect Source code

simulated function Reselect ( )

ServerStartFire Source code

event ServerStartFire ( byte Mode )

ServerStopFire Source code

function ServerStopFire ( byte Mode )

SetAITarget Source code

function SetAITarget ( Actor T )

SetGRI Source code

simulated function SetGRI ( GameReplicationInfo G )

SetHand Source code

simulated function SetHand ( float InHand )

ShootHoop Source code

function bool ShootHoop ( Controller B, Vector ShootLoc )

ShouldFireWithoutTarget Source code

function bool ShouldFireWithoutTarget ( )

SplashDamage Source code

function bool SplashDamage ( )

SplashJump Source code

function bool SplashJump ( )

StartBerserk Source code

simulated function StartBerserk ( )

StartDebugging Source code

function StartDebugging ( )

StartFire Source code

simulated function bool StartFire ( int Mode )

StopBerserk Source code

simulated function StopBerserk ( )

StopFire Source code

simulated event StopFire ( int Mode )

StopForceFeedback Source code

simulated function StopForceFeedback ( String EffectName )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( )

SuggestDefenseStyle Source code

function float SuggestDefenseStyle ( )

SuperMaxOutAmmo Source code

simulated function SuperMaxOutAmmo ( )

SynchronizeWeapon Source code

function SynchronizeWeapon ( Weapon ClientWeapon )

Timer Source code

simulated function Timer ( )

Timer PendingClientWeaponSet Source code

simulated function Timer ( )

WantsZoomFade Source code

simulated function bool WantsZoomFade ( )

WeaponCentered Source code

simulated function bool WeaponCentered ( )

WeaponChange Source code

simulated function Weapon WeaponChange ( byte F, bool bSilent )

WeaponTick Source code

simulated event WeaponTick ( float dt )

ZeroFlashCount Source code

simulated function ZeroFlashCount ( int Mode )


Defaultproperties

defaultproperties
{
     IdleAnim="Idle"
     RestAnim="rest"
     AimAnim="Aim"
     RunAnim="Run"
     SelectAnim="Select"
     PutDownAnim="Down"
     IdleAnimRate=1.000000
     RestAnimRate=1.000000
     AimAnimRate=1.000000
     RunAnimRate=1.000000
     SelectAnimRate=1.363600
     PutDownAnimRate=1.363600
     PutDownTime=0.330000
     BringUpTime=0.330000
     AIRating=0.500000
     CurrentRating=0.500000
     bCanThrow=Wahr
     bNoAmmoInstances=Wahr
     OldDrawScale=1.000000
     OldCenteredOffsetY=-10.000000
     OldCenteredRoll=2000
     MessageNoAmmo=" has no ammo"
     DisplayFOV=90.000000
     HudColor=(G=255,R=255,A=255)
     CenteredOffsetY=-10.000000
     CenteredRoll=2000
     CustomCrossHairColor=(B=255,G=255,R=255,A=255)
     CustomCrossHairScale=1.000000
     CustomCrossHairTextureName="Crosshairs.Hud.Crosshair_Cross1"
     MinReloadPct=0.500000
     InventoryGroup=1
     AttachmentClass=Class'Engine.WeaponAttachment'
     DrawType=DT_Mesh
     NetUpdateFrequency=2.000000
     NetPriority=3.000000
     AmbientGlow=20
     MaxLights=6
     ScaleGlow=1.500000
     SoundVolume=255
     bNetNotify=Wahr
}

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Creation time: Mo 16.4.2007 11:20:37.000 - Created with UnCodeX