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XWeapons.RocketLauncher

Extends
Weapon
Modifiers
config ( user )

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

Direct Known Subclasses:

ClassicRocketLauncher

Constants Summary
BARREL_ROTATION_RATE=2.95
NUM_BARRELS=3
Inherited Contants from Engine.Weapon
NUM_FIRE_MODES

Variables Summary
floatBarrelRotation
boolbBreakLock
boolbLockedOn
boolbRotateBarrel
boolbTightSpread
floatFinalRotation
floatLockTime
floatSeekCheckTime
PawnSeekTarget
floatUnLockTime
RocketLauncher
ColorCrosshairColor
floatCrosshairX
floatCrosshairY
floatLockAim
floatLockRequiredTime
floatSeekCheckFreq
floatSeekRange
floatUnLockRequiredTime
Inherited Variables from Engine.Weapon
AimAnim, AimAnimRate, AIRating, AmmoCharge[2], AmmoClass[2], Ammo[NUM_FIRE_MODES], bBerserk, bCanThrow, bDebugging, bEndOfRound, bForceSwitch, bInitOldMesh, bMatchWeapons, bMeleeWeapon, bNoAmmoInstances, bNoInstagibReplace, bNotInDemo, bNotInPriorityList, bNoVoluntarySwitch, BotMode, bPendingSwitch, BringUpTime, bShowChargingBar, bSniping, bSpectated, bUseOldWeaponMesh, CenteredOffsetY, CenteredRoll, CenteredYaw, ClientState, CurrentRating, CustomCrosshair, CustomCrossHairColor, CustomCrossHairScale, CustomCrossHairTexture, CustomCrossHairTextureName, DefaultPriority, DemoReplacement, Description, DisplayFOV, DownDelay, EffectOffset, ExchangeFireModes, FireModeClass[NUM_FIRE_MODES], FireMode[NUM_FIRE_MODES], Hand, HudColor, IdleAnim, IdleAnimRate, MessageNoAmmo, MinReloadPct, OldCenteredOffsetY, OldCenteredRoll, OldCenteredYaw, OldDrawScale, OldMesh, OldPickup, OldPlayerViewOffset, OldPlayerViewPivot, OldSmallViewOffset, OldWeapon, Priority, PutDownAnim, PutDownAnimRate, PutDownTime, RenderedHand, RestAnim, RestAnimRate, RunAnim, RunAnimRate, SelectAnim, SelectAnimRate, SelectForce, SelectSound, SmallEffectOffset, SmallViewOffset
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
function AnimEnd (int Channel)
functionbyte BestMode ()
function BringUp (optional Weapon PrevWeapon)
functionbool CanLockOnTo (Actor Other)
event ClientStartFire (int Mode)
functionfloat GetAIRating ()
function PlayFiring (bool plunge)
function PlayIdle ()
function PlayLoad (bool full)
function Plunge ()
event RenderOverlays (Canvas Canvas)
function RotateBarrel ()
function ServerClearTightSpread ()
function ServerSetTightSpread ()
function SetTightSpread (bool bNew, optional bool bForce)
functionProjectile SpawnProjectile (Vector Start, Rotator Dir)
functionbool StartFire (int Mode)
functionfloat SuggestAttackStyle ()
function Tick (float dt)
function Tick (float dt)
AnimateLoad
function UpdateBarrel (float dt)
Inherited Functions from Engine.Weapon
AddAmmo, AdjustPlayerDamage, AltFire, AmmoAmount, AmmoMaxed, AmmoPickupClass, AmmoStatus, AnimEnd, BeginState, BestMode, BotFire, BringUp, CanAttack, CanHeal, CanThrow, CenteredEffectStart, ChargeBar, CheckOutOfAmmo, CheckReflect, CheckSuperBerserk, ClientForceAmmoUpdate, ClientPlayForceFeedback, ClientStartFire, ClientStopFire, ClientWeaponSet, ClientWeaponThrown, ClientWriteFire, ClientWriteStats, ConsumeAmmo, DesireAmmo, Destroyed, DetachFromPawn, DisplayDebug, DoAutoSwitch, DoReflectEffect, DrawWeaponInfo, DropFrom, EndState, FillToInitialAmmo, Fire, FireHack, FireOnRelease, FocusOnLeader, GetAIRating, GetAmmoClass, GetAmmoCount, GetDamageRadius, GetDamageType, GetEffectStart, GetFireMode, GetFireStart, GetViewAxes, GiveAmmo, GiveTo, HackPlayFireSound, HandlePickupQuery, HasAmmo, HolderDied, ImmediateStopFire, IncrementFlashCount, InitWeaponFires, IsFiring, IsRapidFire, Loaded, MaxAmmo, MaxOutAmmo, NeedAmmo, NewDrawWeaponInfo, NextWeapon, OutOfAmmo, PawnUnpossessed, PlayIdle, PostBeginPlay, PostNetReceive, PreDrawFPWeapon, PrevWeapon, PutDown, RangedAttackTime, RateSelf, ReadyToFire, RecommendLongRangedAttack, RecommendRangedAttack, RecommendSplashDamage, RecommendWeapon, RefireRate, RenderOverlays, Reselect, ServerStartFire, ServerStopFire, SetAITarget, SetGRI, SetHand, ShootHoop, ShouldFireWithoutTarget, SplashDamage, SplashJump, StartBerserk, StartDebugging, StartFire, StopBerserk, StopFire, StopForceFeedback, SuggestAttackStyle, SuggestDefenseStyle, SuperMaxOutAmmo, SynchronizeWeapon, Timer, WantsZoomFade, WeaponCentered, WeaponChange, WeaponTick, ZeroFlashCount
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

States Summary
AnimateLoad Source code
simulated state AnimateLoad
Tick


Constants Detail

BARREL_ROTATION_RATE Source code

const BARREL_ROTATION_RATE = 2.95;

NUM_BARRELS Source code

const NUM_BARRELS = 3;


Variables Detail

BarrelRotation Source code

var float BarrelRotation;

bBreakLock Source code

var bool bBreakLock;

bLockedOn Source code

var bool bLockedOn;

bRotateBarrel Source code

var bool bRotateBarrel;

bTightSpread Source code

var bool bTightSpread;

FinalRotation Source code

var float FinalRotation;

LockTime Source code

var float LockTime;

SeekCheckTime Source code

var float SeekCheckTime;

SeekTarget Source code

var Pawn SeekTarget;

UnLockTime Source code

var float UnLockTime;

RocketLauncher

CrosshairColor Source code

var(RocketLauncher) Color CrosshairColor;

CrosshairX Source code

var(RocketLauncher) float CrosshairX;

CrosshairY Source code

var(RocketLauncher) float CrosshairY;

LockAim Source code

var(RocketLauncher) float LockAim;

LockRequiredTime Source code

var(RocketLauncher) float LockRequiredTime;

SeekCheckFreq Source code

var(RocketLauncher) float SeekCheckFreq;

SeekRange Source code

var(RocketLauncher) float SeekRange;

UnLockRequiredTime Source code

var(RocketLauncher) float UnLockRequiredTime;


Functions Detail

AnimEnd Source code

simulated function AnimEnd ( int Channel )

BestMode Source code

function byte BestMode ( )

BringUp Source code

simulated function BringUp ( optional Weapon PrevWeapon )

CanLockOnTo Source code

function bool CanLockOnTo ( Actor Other )

ClientStartFire Source code

simulated event ClientStartFire ( int Mode )

GetAIRating Source code

function float GetAIRating ( )

PlayFiring Source code

simulated function PlayFiring ( bool plunge )

PlayIdle Source code

simulated function PlayIdle ( )

PlayLoad Source code

simulated function PlayLoad ( bool full )

Plunge Source code

simulated function Plunge ( )

RenderOverlays Source code

simulated event RenderOverlays ( Canvas Canvas )

RotateBarrel Source code

simulated function RotateBarrel ( )

ServerClearTightSpread Source code

function ServerClearTightSpread ( )

ServerSetTightSpread Source code

function ServerSetTightSpread ( )

SetTightSpread Source code

simulated function SetTightSpread ( bool bNew, optional bool bForce )

SpawnProjectile Source code

function Projectile SpawnProjectile ( Vector Start, Rotator Dir )

StartFire Source code

simulated function bool StartFire ( int Mode )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( )

Tick Source code

function Tick ( float dt )

Tick AnimateLoad Source code

simulated function Tick ( float dt )

UpdateBarrel Source code

simulated function UpdateBarrel ( float dt )


Defaultproperties

defaultproperties
{
     SeekCheckFreq=0.500000
     SeekRange=8000.000000
     LockRequiredTime=1.250000
     UnLockRequiredTime=0.500000
     LockAim=0.996000
     CrossHairColor=(R=250,A=255)
     CrosshairX=16.000000
     CrosshairY=16.000000
     FireModeClass(0)=Class'XWeapons.RocketFire'
     FireModeClass(1)=Class'XWeapons.RocketMultiFire'
     SelectAnim="Pickup"
     PutDownAnim="PutDown"
     IdleAnimRate=0.500000
     SelectSound=Sound'WeaponSounds.RocketLauncher.SwitchToRocketLauncher'
     SelectForce="SwitchToRocketLauncher"
     AIRating=0.780000
     CurrentRating=0.780000
     Description="The Trident Tri-barrel Rocket Launcher is extremely popular among competitors who enjoy more bang for their buck.|The rotating rear loading barrel design allows for both single- and multi-warhead launches, letting you place up to three dumb fire rockets on target.|The warheads are designed to deliver maximum concussive force to the target and surrounding area upon detonation."
     EffectOffset=(X=50.000000,Y=1.000000,Z=10.000000)
     DisplayFOV=60.000000
     Priority=14
     HudColor=(G=0)
     SmallViewOffset=(X=12.000000,Y=14.000000,Z=-6.000000)
     CenteredOffsetY=-5.000000
     CenteredYaw=-500
     CustomCrosshair=8
     CustomCrossHairColor=(B=0,G=0)
     CustomCrossHairTextureName="Crosshairs.Hud.Crosshair_Triad2"
     InventoryGroup=8
     PickupClass=Class'XWeapons.RocketLauncherPickup'
     PlayerViewOffset=(Y=8.000000)
     PlayerViewPivot=(Yaw=500,Roll=1000)
     BobDamping=1.500000
     AttachmentClass=Class'XWeapons.RocketAttachment'
     IconMaterial=Texture'HUDContent.Generic.HUD'
     IconCoords=(X1=253,Y1=146,X2=333,Y2=181)
     ItemName="Rocket Launcher"
     Mesh=SkeletalMesh'Weapons.RocketLauncher_1st'
     HighDetailOverlay=Combiner'UT2004Weapons.WeaponSpecMap2'
}

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Creation time: Mo 16.4.2007 11:20:29.312 - Created with UnCodeX