- Extends
- Inventory
- Modifiers
- abstract native nativereplication HideDropDown CacheExempt
Core.Object
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+-- Engine.Actor
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+-- Engine.Inventory
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+-- 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
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 |
Inherited Structures from Engine.Actor |
ActorRenderDataPtr, AnimRep, BatchReference, FireProperties, KRBVec, KRigidBodyState, KSimParams, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr |
Functions Summary |
| bool | AddAmmo (int AmmoToAdd, int Mode)
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| | AdjustPlayerDamage (out int Damage, Pawn InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType)
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| | AltFire (float F)
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| int | AmmoAmount (int mode)
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| bool | AmmoMaxed (int mode)
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| class<Pickup> | AmmoPickupClass (int mode)
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| float | AmmoStatus (optional int Mode)
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| | AnimEnd (int channel)
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| | BeginState () PendingClientWeaponSet |
| byte | BestMode ()
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| bool | BotFire (bool bFinished, optional name FiringMode)
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| | BringUp (optional Weapon PrevWeapon)
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| bool | CanAttack (Actor Other)
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| bool | CanHeal (Actor Other)
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| bool | CanThrow ()
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| vector | CenteredEffectStart ()
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| float | ChargeBar ()
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| | CheckOutOfAmmo ()
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| bool | CheckReflect (Vector HitLocation, out Vector RefNormal, int AmmoDrain)
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| | CheckSuperBerserk ()
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| | ClientForceAmmoUpdate (int Mode, int NewAmount)
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| | ClientPlayForceFeedback (String EffectName)
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| | ClientStartFire (int Mode)
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| | ClientStopFire (int Mode)
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| | ClientWeaponSet (bool bPossiblySwitch)
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| | ClientWeaponThrown ()
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| | ClientWriteFire (string Result)
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| | ClientWriteStats (byte Mode, bool bMatch, bool bAllowFire, bool bDelay, bool bAlt, float wait)
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| bool | ConsumeAmmo (int Mode, float load, optional bool bAmountNeededIsMax)
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| float | DesireAmmo (class<Inventory> NewAmmoClass, bool bDetour)
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| | Destroyed ()
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| | DetachFromPawn (Pawn P)
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| | DisplayDebug (Canvas Canvas, out float YL, out float YPos)
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| | DoAutoSwitch ()
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| | DoReflectEffect (int Drain)
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| | DrawWeaponInfo (Canvas C)
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| | DropFrom (vector StartLocation)
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| | EndState () PendingClientWeaponSet |
| | FillToInitialAmmo ()
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| | Fire (float F)
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| | FireHack (byte Mode)
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| bool | FireOnRelease ()
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| bool | FocusOnLeader (bool bLeaderFiring)
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| float | GetAIRating ()
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| class<Ammunition> | GetAmmoClass (int mode)
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| | GetAmmoCount (out float MaxAmmoPrimary, out float CurAmmoPrimary)
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| float | GetDamageRadius ()
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| class<DamageType> | GetDamageType ()
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| vector | GetEffectStart ()
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| WeaponFire | GetFireMode (byte Mode)
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| vector | GetFireStart (vector X, vector Y, vector Z)
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| | GetViewAxes (out vector xaxis, out vector yaxis, out vector zaxis)
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| | GiveAmmo (int m, WeaponPickup WP, bool bJustSpawned)
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| | GiveTo (Pawn Other, optional Pickup Pickup)
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| | HackPlayFireSound ()
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| bool | HandlePickupQuery (pickup Item)
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| bool | HasAmmo ()
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| | HolderDied ()
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| | ImmediateStopFire ()
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| | IncrementFlashCount (int Mode)
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| | InitWeaponFires ()
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| bool | IsFiring ()
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| bool | IsRapidFire ()
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| | Loaded ()
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| int | MaxAmmo (int mode)
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| | MaxOutAmmo ()
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| bool | NeedAmmo (int mode)
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| | NewDrawWeaponInfo (Canvas C, float YPos)
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| Weapon | NextWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)
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| | OutOfAmmo ()
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| | PawnUnpossessed ()
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| | PlayIdle ()
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| | PostBeginPlay ()
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| | PostNetReceive ()
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| | PreDrawFPWeapon ()
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| Weapon | PrevWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)
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| bool | PutDown ()
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| float | RangedAttackTime ()
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| float | RateSelf ()
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| bool | ReadyToFire (int Mode)
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| bool | RecommendLongRangedAttack ()
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| bool | RecommendRangedAttack ()
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| bool | RecommendSplashDamage ()
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| Weapon | RecommendWeapon (out float rating)
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| float | RefireRate ()
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| | RenderOverlays (Canvas Canvas)
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| | Reselect ()
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| | ServerStartFire (byte Mode)
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| | ServerStopFire (byte Mode)
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| | SetAITarget (Actor T)
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| | SetGRI (GameReplicationInfo G)
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| | SetHand (float InHand)
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| bool | ShootHoop (Controller B, Vector ShootLoc)
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| bool | ShouldFireWithoutTarget ()
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| bool | SplashDamage ()
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| bool | SplashJump ()
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| | StartBerserk ()
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| | StartDebugging ()
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| bool | StartFire (int Mode)
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| | StopBerserk ()
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| | StopFire (int Mode)
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| | StopForceFeedback (String EffectName)
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| float | SuggestAttackStyle ()
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| float | SuggestDefenseStyle ()
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| | SuperMaxOutAmmo ()
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| | SynchronizeWeapon (Weapon ClientWeapon)
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| | Timer ()
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| | Timer () PendingClientWeaponSet |
| bool | WantsZoomFade ()
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| bool | WeaponCentered ()
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| Weapon | WeaponChange (byte F, bool bSilent)
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| | WeaponTick (float dt)
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| | ZeroFlashCount (int Mode)
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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 |
const NUM_FIRE_MODES = 2;
var int AmmoCharge[2];
var bool bBerserk;
var bool bDebugging;
var bool bEndOfRound;
var bool bInitOldMesh;
var bool bMatchWeapons;
var bool bNoAmmoInstances;
var bool bNoInstagibReplace;
var bool bNotInDemo;
var bool bNoVoluntarySwitch;
var transient bool bPendingSwitch;
var float BringUpTime;
var bool bShowChargingBar;
var bool bSpectated;
var config bool bUseOldWeaponMesh;
var float CurrentRating;
var config int CustomCrosshair;
var config color CustomCrossHairColor;
var config float CustomCrossHairScale;
CustomCrossHairTexture Source code
var texture CustomCrossHairTexture;
CustomCrossHairTextureName Source code
var config string CustomCrossHairTextureName;
var class<
Weapon> DemoReplacement;
var float DownDelay;
var float Hand;
var float MinReloadPct;
var Mesh OldMesh;
var string OldPickup;
var float PutDownTime;
var float RenderedHand;
FirstPerson
var(FirstPerson) float CenteredOffsetY;
var(FirstPerson) int CenteredRoll;
var(FirstPerson) int CenteredYaw;
var(FirstPerson) float DisplayFOV;
var(FirstPerson)
vector EffectOffset;
var(FirstPerson)
vector SmallEffectOffset;
var(FirstPerson)
vector SmallViewOffset;
OldFirstPerson
var(OldFirstPerson) float OldCenteredOffsetY;
var(OldFirstPerson) int OldCenteredRoll;
var(OldFirstPerson) int OldCenteredYaw;
var(OldFirstPerson) float OldDrawScale;
var(OldFirstPerson)
vector OldPlayerViewOffset;
var(OldFirstPerson)
rotator OldPlayerViewPivot;
var(OldFirstPerson)
vector OldSmallViewOffset;
Weapon
var(
Weapon)
float AimAnimRate;
var(
Weapon)
bool bForceSwitch;
var(
Weapon)
bool bMeleeWeapon;
var(
Weapon) deprecated
bool bNotInPriorityList;
var(
Weapon) deprecated
byte DefaultPriority;
var(
Weapon)
localized cache string Description;
var(
Weapon)
config byte ExchangeFireModes;
FireModeClass[NUM_FIRE_MODES] Source code
FireMode[NUM_FIRE_MODES] Source code
var(
Weapon)
float IdleAnimRate;
var(
Weapon)
Localized string MessageNoAmmo;
var(
Weapon)
config byte Priority;
var(
Weapon)
float PutDownAnimRate;
var(
Weapon)
float RestAnimRate;
var(
Weapon)
float RunAnimRate;
var(
Weapon)
float SelectAnimRate;
var(
Weapon)
String SelectForce;
function bool AddAmmo ( int AmmoToAdd, int Mode )
simulated function AltFire ( float F )
simulated function int AmmoAmount ( int mode )
simulated function bool AmmoMaxed ( int mode )
simulated function class<
Pickup> AmmoPickupClass (
int mode )
simulated function float AmmoStatus ( optional int Mode )
simulated function AnimEnd ( int channel )
BeginState PendingClientWeaponSet Source code
simulated function BeginState ( )
function byte BestMode ( )
function bool BotFire ( bool bFinished, optional name FiringMode )
simulated function BringUp (
optional Weapon PrevWeapon )
function bool CanAttack (
Actor Other )
function bool CanHeal (
Actor Other )
simulated function bool CanThrow ( )
simulated function vector CenteredEffectStart ( )
simulated function float ChargeBar ( )
simulated function CheckOutOfAmmo ( )
function bool CheckReflect (
Vector HitLocation,
out Vector RefNormal,
int AmmoDrain )
simulated function CheckSuperBerserk ( )
simulated function ClientForceAmmoUpdate ( int Mode, int NewAmount )
ClientPlayForceFeedback Source code
simulated function ClientPlayForceFeedback ( String EffectName )
simulated event ClientStartFire ( int Mode )
simulated event ClientStopFire ( int Mode )
simulated function ClientWeaponSet ( bool bPossiblySwitch )
simulated function ClientWeaponThrown ( )
simulated function ClientWriteFire ( string Result )
simulated function ClientWriteStats ( byte Mode, bool bMatch, bool bAllowFire, bool bDelay, bool bAlt, float wait )
simulated function bool ConsumeAmmo ( int Mode, float load, optional bool bAmountNeededIsMax )
simulated function float DesireAmmo (
class<
Inventory> NewAmmoClass,
bool bDetour )
simulated function Destroyed ( )
simulated function DetachFromPawn (
Pawn P )
simulated function DisplayDebug (
Canvas Canvas,
out float YL,
out float YPos )
simulated function DoAutoSwitch ( )
function DoReflectEffect ( int Drain )
simulated function DrawWeaponInfo (
Canvas C )
function DropFrom (
vector StartLocation )
EndState PendingClientWeaponSet Source code
simulated function EndState ( )
simulated function FillToInitialAmmo ( )
simulated function Fire ( float F )
function FireHack ( byte Mode )
function bool FireOnRelease ( )
function bool FocusOnLeader ( bool bLeaderFiring )
function float GetAIRating ( )
simulated function class<
Ammunition> GetAmmoClass (
int mode )
simulated function GetAmmoCount ( out float MaxAmmoPrimary, out float CurAmmoPrimary )
function float GetDamageRadius ( )
simulated function vector GetEffectStart ( )
simulated function WeaponFire GetFireMode (
byte Mode )
function GiveAmmo (
int m,
WeaponPickup WP,
bool bJustSpawned )
function HackPlayFireSound ( )
simulated function bool HasAmmo ( )
function HolderDied ( )
simulated function ImmediateStopFire ( )
simulated function IncrementFlashCount ( int Mode )
native final function InitWeaponFires ( )
simulated function bool IsFiring ( )
function bool IsRapidFire ( )
simulated function Loaded ( )
simulated function int MaxAmmo ( int mode )
simulated function MaxOutAmmo ( )
simulated function bool NeedAmmo ( int mode )
simulated function NewDrawWeaponInfo (
Canvas C,
float YPos )
simulated function OutOfAmmo ( )
simulated function PawnUnpossessed ( )
simulated function PlayIdle ( )
simulated function PostBeginPlay ( )
simulated function PostNetReceive ( )
simulated function PreDrawFPWeapon ( )
simulated function bool PutDown ( )
function float RangedAttackTime ( )
simulated function float RateSelf ( )
simulated function bool ReadyToFire ( int Mode )
RecommendLongRangedAttack Source code
function bool RecommendLongRangedAttack ( )
function bool RecommendRangedAttack ( )
function bool RecommendSplashDamage ( )
simulated function Weapon RecommendWeapon (
out float rating )
function float RefireRate ( )
simulated function Reselect ( )
event ServerStartFire ( byte Mode )
function ServerStopFire ( byte Mode )
function SetAITarget (
Actor T )
simulated function SetHand ( float InHand )
ShouldFireWithoutTarget Source code
function bool ShouldFireWithoutTarget ( )
function bool SplashDamage ( )
function bool SplashJump ( )
simulated function StartBerserk ( )
function StartDebugging ( )
simulated function bool StartFire ( int Mode )
simulated function StopBerserk ( )
simulated event StopFire ( int Mode )
simulated function StopForceFeedback ( String EffectName )
function float SuggestAttackStyle ( )
function float SuggestDefenseStyle ( )
simulated function SuperMaxOutAmmo ( )
function SynchronizeWeapon (
Weapon ClientWeapon )
simulated function Timer ( )
Timer PendingClientWeaponSet Source code
simulated function Timer ( )
simulated function bool WantsZoomFade ( )
simulated function bool WeaponCentered ( )
simulated function Weapon WeaponChange (
byte F,
bool bSilent )
simulated event WeaponTick ( float dt )
simulated function ZeroFlashCount ( int Mode )
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