| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Inventory
|
+-- Engine.Weapon
|
+-- XWeapons.BallLauncher
| Constants Summary |
|---|
| Inherited Contants from Engine.Weapon |
|---|
| NUM_FIRE_MODES |
| Variables Summary | |
|---|---|
| Actor | AITarget |
| float | HealAccum |
| float | SwitchTestTime |
| BallLauncher | |
| float | HealRate |
| bool | launchedBall |
| Sound | PassAmbient |
| Pawn | PassTarget |
| Sound | PassTargetLocked |
| String | PassTargetLockedForce |
| Sound | PassTargetLost |
| String | PassTargetLostForce |
| 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 | ||
|---|---|---|
![]() | bool | BotFire (bool bFinished, optional name FiringMode) |
![]() | BringUp (optional Weapon PrevWeapon) | |
![]() | bool | CanAttack (Actor Other) |
![]() | DrawWeaponInfo (Canvas Canvas) | |
![]() | bool | HasAmmo () |
![]() | ModifyPawn (float dt) | |
![]() | NewDrawWeaponInfo (Canvas Canvas, float YPos) | |
![]() | Weapon | NextWeapon (Weapon CurrentChoice, Weapon CurrentWeapon) |
![]() | OutOfAmmo () | |
![]() | Weapon | PrevWeapon (Weapon CurrentChoice, Weapon CurrentWeapon) |
![]() | bool | PutDown () |
![]() | Weapon | RecommendWeapon (out float rating) |
![]() | SetAITarget (Actor T) | |
![]() | SetPassTarget (Pawn passTarg) | |
![]() | bool | ShootHoop (Controller B, Vector ShootLoc) |
![]() | bool | StartFire (int modeNum) |
![]() | SynchronizeWeapon (Weapon ClientWeapon) | |
![]() | Tick (float dt) | |
| Variables Detail |
|---|
| Functions Detail |
|---|
BotFire Source code
BringUp Source code
CanAttack Source code
DrawWeaponInfo Source code
HasAmmo Source code
ModifyPawn Source code
NewDrawWeaponInfo Source code
NextWeapon Source code
OutOfAmmo Source code
PrevWeapon Source code
PutDown Source code
RecommendWeapon Source code
SetAITarget Source code
SetPassTarget Source code
ShootHoop Source code
StartFire Source code
SynchronizeWeapon Source code
Tick Source code| Defaultproperties |
|---|
defaultproperties { PassAmbient=Sound'IndoorAmbience.machinery36' PassTargetLocked=Sound'WeaponSounds.BaseGunTech.BLockOn1' PassTargetLost=Sound'WeaponSounds.BaseGunTech.BSeekLost1' PassTargetLockedForce="LockOn" PassTargetLostForce="SeekLost" HealRate=5.000000 FireModeClass(0)=Class'XWeapons.BallShoot' FireModeClass(1)=Class'XWeapons.BallTarget' PutDownAnim="PutDown" PutDownAnimRate=2.500000 PutDownTime=0.200000 SelectSound=Sound'WeaponSounds.Misc.ballgun_change' SelectForce="ballgun_change" AIRating=0.100000 CurrentRating=0.100000 bCanThrow=Falsch bForceSwitch=Wahr bNoVoluntarySwitch=Wahr bNoInstagibReplace=Wahr EffectOffset=(X=30.000000,Y=10.000000,Z=-10.000000) DisplayFOV=60.000000 Priority=17 SmallViewOffset=(X=23.000000,Y=6.000000,Z=-6.000000) CenteredOffsetY=-5.000000 CenteredRoll=5000 CenteredYaw=-300 CustomCrosshair=11 CustomCrossHairColor=(B=0) CustomCrossHairTextureName="Crosshairs.Hud.Crosshair_Bracket2" MinReloadPct=0.000000 InventoryGroup=15 PlayerViewOffset=(X=11.000000) BobDamping=2.200000 AttachmentClass=Class'XWeapons.BallAttachment' ItemName="Ball Launcher" Mesh=SkeletalMesh'Weapons.BallLauncher_1st' DrawScale=0.400000 } |
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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