| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Inventory
|
+-- Engine.Weapon
|
+-- XWeapons.SniperRifle
| Constants Summary |
|---|
| Inherited Contants from Engine.Weapon |
|---|
| NUM_FIRE_MODES |
| Variables Summary | |
|---|---|
| float | LastFOV |
| Gfx | |
| Color | ArrowColor |
| float | borderX |
| float | borderY |
| Color | ChargeColor |
| Color | FocusColor |
| float | focusX |
| float | focusY |
| float | innerArrowsX |
| float | innerArrowsY |
| Color | NoTargetColor |
| vector | RechargeOrigin |
| vector | RechargeSize |
| Color | TargetColor |
| float | testX |
| float | testY |
| SniperRifle | |
| xEmitter | chargeEmitter |
| bool | zoomed |
| 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 | ||
|---|---|---|
![]() | byte | BestMode () |
![]() | BringUp (optional Weapon PrevWeapon) | |
![]() | ClientStartFire (int mode) | |
![]() | ClientStopFire (int mode) | |
![]() | ClientWeaponThrown () | |
![]() | Destroyed () | |
![]() | float | GetAIRating () |
![]() | IncrementFlashCount (int Mode) | |
![]() | PostBeginPlay () | |
![]() | bool | PutDown () |
![]() | bool | RecommendRangedAttack () |
![]() | RenderOverlays (Canvas Canvas) | |
![]() | SetZoomBlendColor (Canvas c) | |
![]() | float | SuggestAttackStyle () |
![]() | float | SuggestDefenseStyle () |
![]() | Tick (float t) TickEffects | |
| States Summary |
|---|
| TickEffects Source code |
|---|
|
state TickEffects |
| Tick |
| Variables Detail |
|---|
| Functions Detail |
|---|
BestMode Source code
BringUp Source code
ClientStartFire Source code
ClientStopFire Source code
ClientWeaponThrown Source code
Destroyed Source code
GetAIRating Source code
IncrementFlashCount Source code
PostBeginPlay Source code
PutDown Source code
RecommendRangedAttack Source code
RenderOverlays Source code
SetZoomBlendColor Source code
SuggestAttackStyle Source code
SuggestDefenseStyle Source code
Tick TickEffects Source code| Defaultproperties |
|---|
defaultproperties { testX=100.000000 testY=100.000000 borderX=60.000000 borderY=60.000000 focusX=135.000000 focusY=105.000000 innerArrowsX=42.000000 innerArrowsY=42.000000 ArrowColor=(R=255,A=255) TargetColor=(B=255,G=255,R=255,A=255) NoTargetColor=(B=200,G=200,R=200,A=255) FocusColor=(B=126,G=90,R=71,A=215) ChargeColor=(B=255,G=255,R=255,A=255) RechargeOrigin=(X=600.000000,Y=330.000000) RechargeSize=(X=10.000000,Y=-180.000000) FireModeClass(0)=Class'XWeapons.SniperFire' FireModeClass(1)=Class'XWeapons.SniperZoom' SelectAnim="Pickup" PutDownAnim="PutDown" SelectAnimRate=1.250000 BringUpTime=0.360000 SelectSound=Sound'WeaponSounds.LightningGun.SwitchToLightningGun' SelectForce="SwitchToLightningGun" AIRating=0.690000 CurrentRating=0.690000 bSniping=Wahr Description="The Lightning Gun is a high-power energy rifle capable of ablating even the heaviest carapace armor. Acquisition of a target at long range requires a steady hand, but the anti-jitter effect of the optical system reduces the weapon's learning curve significantly. Once the target has been acquired, the operator depresses the trigger, painting a proton 'patch' on the target. Milliseconds later the rifle emits a high voltage arc of electricity, which seeks out the charge differential and annihilates the target." EffectOffset=(X=100.000000,Y=28.000000,Z=-26.000000) DisplayFOV=60.000000 Priority=11 HudColor=(B=255,G=170,R=185) SmallViewOffset=(X=8.000000,Y=6.300000,Z=-4.000000) SmallEffectOffset=(X=92.000000,Y=32.000000,Z=-35.000000) CenteredOffsetY=0.000000 CenteredYaw=-500 CustomCrossHairColor=(G=170,R=185) MinReloadPct=0.250000 InventoryGroup=9 PickupClass=Class'XWeapons.SniperRiflePickup' PlayerViewOffset=(Y=2.300000) BobDamping=2.300000 AttachmentClass=Class'XWeapons.SniperAttachment' IconMaterial=Texture'HUDContent.Generic.HUD' IconCoords=(X1=246,Y1=182,X2=331,Y2=210) ItemName="Lightning Gun" LightType=LT_Steady LightEffect=LE_NonIncidence LightHue=165 LightSaturation=170 LightBrightness=255.000000 LightRadius=5.000000 LightPeriod=3 Mesh=SkeletalMesh'Weapons.Sniper_1st' DrawScale=0.400000 HighDetailOverlay=Combiner'UT2004Weapons.WeaponSpecMap2' } |
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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