Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Onslaught.ONSTankSecondaryTurretPawn

Extends
ONSWeaponPawn

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Pawn
      |   
      +-- Engine.Vehicle
         |   
         +-- Onslaught.ONSWeaponPawn
            |   
            +-- Onslaught.ONSTankSecondaryTurretPawn

Direct Known Subclasses:

ONSTankSecondaryTurretPawn_IonPlasma

Constants Summary
Inherited Contants from Onslaught.ONSWeaponPawn
FilterFrames

Variables Summary
Inherited Variables from Onslaught.ONSWeaponPawn
AltFireImpulse, bCustomAiming, bHasAltFire, bHasAltFireImpulse, bHasFireImpulse, bHasOwnHealth, bHistoryWarmup, CameraBone, CameraHistory[FilterFrames], CrosshairColor, CrosshairTexture, CrosshairX, CrosshairY, CustomAim, DebugInfo, DestroyEffectClass, FireImpulse, Gun, GunClass, GunnerPos, GunnerRot, NextHistorySlot, PitchAccel, VehicleBase, YawAccel
Inherited Variables from Engine.Vehicle
AIMoveCheckTime, AutoTurretControllerClass, bAdjustDriversHead, bAllowViewChange, bAllowWeaponToss, bAutoTurret, bCanCarryFlag, bCanDoTrickJumps, bCanFlip, bCanHover, bDefensive, bDesiredBehindView, bDrawDriverInTP, bDrawMeshInFP, bDrawVehicleShadow, bDriverCollideActors, bDriverHoldsFlag, bDriving, bDropDetail, bEjectDriver, bEnemyLockedOn, bEnterringUnlocks, bFollowLookDir, bFPNoZFromCameraPitch, bHasHandbrake, bHasRadar, bHideRemoteDriver, bHighScoreKill, bHUDTrackVehicle, bKeyVehicle, bNoFriendlyFire, bNonHumanControl, bOldDriving, bPCRelativeFPRotation, bRelativeExitPos, bRemoteControlled, bScriptedRise, bSeparateTurretFocus, bShowChargingBar, bShowDamageOverlay, bSpawnProtected, bStalled, bTeamLocked, bTurnInPlace, BulletSounds, bVehicleDestroyed, bVehicleShadows, bWeaponisAltFiring, bWeaponisFiring, bZeroPCRotOnEntry, CameraSpeed, CenterSpringForce, CenterSpringRangePitch, CenterSpringRangeRoll, CrushedDamageType, DesiredTPCamDistance, DriveAnim, DrivePos, Driver, DriverDamageMult, DriveRot, DriverViewPitch, DriverViewYaw, EjectMomentum, EntryPosition, EntryRadius, ExitPositions, FlagBone, FlagOffset, FlagRotation, FPCamPos, FPCamViewOffset, HornSounds, HUDOverlay, HUDOverlayClass, HUDOverlayFOV, HUDOverlayOffset, LastCameraCalcTime, LastHornTime, LastLockWarningTime, LinkHealMult, LockOnClassString, LockWarningInterval, MaxDesireability, MaxViewPitch, MaxViewYaw, MinRunOverSpeed, MomentumMult, myMarker, NextVehicle, NoEntryTexture, ObjectiveGetOutDist, OldSteering, OldTeam, ParentFactory, PlayerEnterredRotation, PlayerStartTime, PrevTeam, RanOverDamageType, RanOverSound, Rise, ShadowCullDistance, ShadowMaxTraceDist, SpawnOverlay[2], Steering, StolenAnnouncement, StolenSound, StuckCount, StuckTime, Team, TeamBeaconBorderMaterial, TeamBeaconTexture, TeamUseTime, Throttle, ThrottleTime, TPCamDistance, TPCamDistRange, TPCamLookat, TPCamWorldOffset, TransEffects[2], VehicleDescription, VehicleDrowningDamType, VehicleIcon, VehicleLostTime, VehicleMovingTime, VehicleNameString, VehiclePositionString, VehicleShadow, WaterDamage, WheelsScale

Structures Summary
Inherited Structures from Engine.Vehicle
SVehicleIcon

Functions Summary
function AltFire (optional float F)
function ClientKDriverLeave (PlayerController PC)
function ClientVehicleCeaseFire (bool bWasAltFire)
function ShouldTargetMissile (Projectile P)
Inherited Functions from Onslaught.ONSWeaponPawn
AltFire, ApplyFireImpulse, AttachDriver, AttachFlag, AttachToVehicle, BaseChange, BeginPlay, CanAttack, ChargeBar, ChooseFireAt, ClientKDriverEnter, ClientKDriverLeave, ClientVehicleCeaseFire, Destroyed, DetachDriver, Died, DisplayDebug, DrawHUD, DriverDied, EncroachedBy, Fire, FireOnRelease, GetAimTarget, GetCameraLocationStart, GetMoveTargetFor, GetVehicleBase, HasUDamage, HasWeapon, IndependentVehicle, IsFiring, KDriverEnter, KDriverLeave, LimitPitch, NeedToTurn, PlaceExitingDriver, PossessedBy, PostNetBeginPlay, PostNetReceive, ProjectilePostRender2D, RefireRate, ServerChangeDriverPosition, SetTeamNum, SpecialCalcFirstPersonView, StaticPrecache, SwitchWeapon, TakeDamage, TeamChanged, TeamLink, TooCloseToAttack, TryToDrive, UpdateRocketAcceleration, VehicleCeaseFire
Inherited Functions from Engine.Vehicle
ActivateOverlay, AdjustDriverDamage, AdjustedStrength, AlternateTarget, AltFire, AttachDriver, AttachFlag, BotDesireability, ChangedReservation, ChargeBar, CheatFly, CheatGhost, CheatWalk, CheckForHeadShot, CheckSuperBerserk, CheckTauntValid, ClientClearController, ClientKDriverEnter, ClientKDriverLeave, ClientPlayForceFeedback, ClientVehicleCeaseFire, Destroyed, Destroyed_HandleDriver, DetachDriver, Died, DisplayDebug, DriverDied, DriverLeft, DriverRadiusDamage, DrivingStatusChanged, EjectDriver, EncroachedBy, EncroachingOn, FaceRotation, FindEntryVehicle, FindValidTaunt, Fire, FixPCRotation, Flip, GetBestEntry, GetBotPassenger, GetCameraLocationStart, GetInstigator, GetMoveTargetFor, GetSpree, GetTeamNum, GetTurrets, GetVehiclePositionString, HasOccupiedTurret, HealDamage, ImportantVehicle, IncomingMissile, IncrementSpree, IndependentVehicle, IsArtillery, IsVehicleEmpty, KDriverEnter, KDriverLeave, LockOnWarning, NeedsFlip, NewReservationCostMultiplier, NextWeapon, NotifyEnemyLockedOn, NotifyEnemyLostLock, NumPassengers, Occupied, OpenPositionFor, PlaceExitingDriver, PlayDying, PlayerChangedTeam, PlayTakeHit, PlayTeleportEffect, PointOfView, PossessedBy, PostBeginPlay, POVChanged, PreBeginPlay, PrevWeapon, RanInto, ReservationCostMultiplier, ServerPlayHorn, SetAnimAction, SetBaseEyeheight, SetInitialState, SetReservation, SetTeamNum, SetWheelsScale, ShootMissile, ShootSpecial, ShouldTargetMissile, SpecialCalcBehindView, SpecialCalcFirstPersonView, SpecialCalcView, SpectatorSpecialCalcView, SpokenFor, Stalled, StaticPrecache, StopForceFeedback, StopWeaponFiring, StronglyRecommended, Suicide, TakeDamage, TakeWaterDamage, TeamChanged, TeamLink, TryToDrive, UnPossessed, UnStalled, UpdateEyeHeight, UpdateTiltForceFeedback, UsedBy, VehicleCeaseFire, VehicleFire, VehicleLocked, VerifyLock


Functions Detail

AltFire Source code

function AltFire ( optional float F )

ClientKDriverLeave Source code

simulated function ClientKDriverLeave ( PlayerController PC )

ClientVehicleCeaseFire Source code

function ClientVehicleCeaseFire ( bool bWasAltFire )

ShouldTargetMissile Source code

function ShouldTargetMissile ( Projectile P )


Defaultproperties

defaultproperties
{
     GunClass=Class'Onslaught.ONSTankSecondaryTurret'
     bHasAltFire=Falsch
     CameraBone="Object02"
     bDrawDriverInTP=Falsch
     DrivePos=(Z=130.000000)
     ExitPositions(0)=(Y=-200.000000,Z=100.000000)
     ExitPositions(1)=(Y=200.000000,Z=100.000000)
     EntryRadius=130.000000
     FPCamViewOffset=(X=10.000000,Z=30.000000)
     TPCamDistance=300.000000
     TPCamLookat=(X=-25.000000,Z=0.000000)
     TPCamWorldOffset=(Z=120.000000)
     DriverDamageMult=0.000000
     VehiclePositionString="in a Goliath turret"
     VehicleNameString="Goliath Minigun Turret"
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: Mo 16.4.2007 11:20:27.390 - Created with UnCodeX