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XWeapons.TransLauncher

Extends
Weapon
Modifiers
config ( user ) HideDropDown

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

Direct Known Subclasses:

ClassicTranslauncher

Constants Summary
Inherited Contants from Engine.Weapon
NUM_FIRE_MODES

Variables Summary
boolbBeaconDeployed
boolbDrained
xBombFlagBomb
boolbPrevWeaponSwitch
boolbTeamSet
floatOldTime
floatPreDrainAmmo
intRepAmmo
TransBeaconTransBeacon
rotatorTranslocRot
floatTranslocScale
byteViewBeaconVolume
TransLauncher
floatAmmoChargeF
floatAmmoChargeMax
floatAmmoChargeRate
floatMaxCamDist
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
functionbool BotFire (bool bFinished, optional name FiringMode)
functionfloat ChargeBar ()
functionbool ConsumeAmmo (int mode, float load, optional bool bAmountNeededIsMax)
function Destroyed ()
function DoAutoSwitch ()
function DrainCharges ()
function FireHack (byte Mode)
functionfloat GetAIRating ()
function GetAmmoCount (out float MaxAmmoPrimary, out float CurAmmoPrimary)
functionclass<DamageTypeGetDamageType ()
function GiveAmmo (int m, WeaponPickup WP, bool bJustSpawned)
function GiveTo (Pawn Other, optional Pickup Pickup)
functionbool HasAmmo ()
functionbool PutDown ()
function ReduceAmmo ()
event RenderOverlays (Canvas Canvas)
function Reselect ()
functionbool ShouldTranslocatorHop (Bot B)
functionbool StartFire (int Mode)
function Tick (float dt)
function Timer ()
function ViewCamera ()
function ViewPlayer ()
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


Variables Detail

bBeaconDeployed Source code

var bool bBeaconDeployed;

bDrained Source code

var bool bDrained;

Bomb Source code

var xBombFlag Bomb;

bPrevWeaponSwitch Source code

var globalconfig bool bPrevWeaponSwitch;

bTeamSet Source code

var bool bTeamSet;

OldTime Source code

var float OldTime;

PreDrainAmmo Source code

var float PreDrainAmmo;

RepAmmo Source code

var int RepAmmo;

TransBeacon Source code

var TransBeacon TransBeacon;

TranslocRot Source code

var rotator TranslocRot;

TranslocScale Source code

var float TranslocScale;

ViewBeaconVolume Source code

var byte ViewBeaconVolume;

TransLauncher

AmmoChargeF Source code

var(TransLauncher) float AmmoChargeF;

AmmoChargeMax Source code

var(TransLauncher) float AmmoChargeMax;

AmmoChargeRate Source code

var(TransLauncher) float AmmoChargeRate;

MaxCamDist Source code

var(TransLauncher) float MaxCamDist;


Functions Detail

BotFire Source code

function bool BotFire ( bool bFinished, optional name FiringMode )

ChargeBar Source code

simulated function float ChargeBar ( )

ConsumeAmmo Source code

function bool ConsumeAmmo ( int mode, float load, optional bool bAmountNeededIsMax )

Destroyed Source code

simulated function Destroyed ( )

DoAutoSwitch Source code

simulated function DoAutoSwitch ( )

DrainCharges Source code

function DrainCharges ( )

FireHack Source code

function FireHack ( byte Mode )

GetAIRating Source code

function float GetAIRating ( )

GetAmmoCount Source code

simulated function GetAmmoCount ( out float MaxAmmoPrimary, out float CurAmmoPrimary )

GetDamageType Source code

function class<DamageType> GetDamageType ( )

GiveAmmo Source code

function GiveAmmo ( int m, WeaponPickup WP, bool bJustSpawned )

GiveTo Source code

function GiveTo ( Pawn Other, optional Pickup Pickup )

HasAmmo Source code

simulated function bool HasAmmo ( )

PutDown Source code

simulated function bool PutDown ( )

ReduceAmmo Source code

function ReduceAmmo ( )

RenderOverlays Source code

simulated event RenderOverlays ( Canvas Canvas )

Reselect Source code

simulated function Reselect ( )

ShouldTranslocatorHop Source code

function bool ShouldTranslocatorHop ( Bot B )

StartFire Source code

simulated function bool StartFire ( int Mode )

Tick Source code

simulated function Tick ( float dt )

Timer Source code

simulated function Timer ( )

ViewCamera Source code

simulated function ViewCamera ( )

ViewPlayer Source code

simulated function ViewPlayer ( )


Defaultproperties

defaultproperties
{
     MaxCamDist=4000.000000
     AmmoChargeF=6.000000
     RepAmmo=6
     AmmoChargeMax=6.000000
     AmmoChargeRate=0.400000
     bPrevWeaponSwitch=Wahr
     ViewBeaconVolume=40
     TranslocScale=1.000000
     FireModeClass(0)=Class'XWeapons.TransFire'
     FireModeClass(1)=Class'XWeapons.TransRecall'
     PutDownAnim="PutDown"
     IdleAnimRate=0.250000
     SelectSound=Sound'WeaponSounds.Misc.translocator_change'
     SelectForce="Translocator_change"
     AIRating=-1.000000
     CurrentRating=-1.000000
     bShowChargingBar=Wahr
     bCanThrow=Falsch
     Description="The Translocator was originally designed by Liandri Corporation's R&D sector to facilitate the rapid recall of miners during tunnel collapses. However, rapid deresolution and reconstitution can have several unwelcome effects, including increases in aggression and paranoia.||In order to prolong the careers of today's contenders, limits have been placed on Translocator use in the lower-ranked leagues. The latest iteration of the Translocator features a remotely operated camera, exceptionally useful when scouting out areas of contention.|It should be noted that while viewing the camera's surveillance output, the user is effectively blind to their immediate surroundings."
     EffectOffset=(X=100.000000,Y=30.000000,Z=-19.000000)
     DisplayFOV=60.000000
     Priority=1
     HudColor=(B=255,G=0,R=0)
     SmallViewOffset=(X=38.000000,Y=16.000000,Z=-16.000000)
     CenteredOffsetY=0.000000
     CenteredRoll=0
     CustomCrosshair=2
     CustomCrossHairColor=(G=0,R=0)
     CustomCrossHairTextureName="Crosshairs.Hud.Crosshair_Cross3"
     InventoryGroup=10
     PickupClass=Class'XWeapons.Transpickup'
     PlayerViewOffset=(X=28.500000,Y=12.000000,Z=-12.000000)
     PlayerViewPivot=(Pitch=1000,Yaw=400)
     BobDamping=1.800000
     AttachmentClass=Class'XWeapons.TransAttachment'
     IconMaterial=Texture'HUDContent.Generic.HUD'
     IconCoords=(X2=2,Y2=2)
     ItemName="Translocator"
     Mesh=SkeletalMesh'NewWeapons2004.NewTranslauncher_1st'
     DrawScale=0.800000
     Skins(0)=FinalBlend'EpicParticles.JumpPad.NewTransLaunBoltFB'
     Skins(1)=Texture'WeaponSkins.Skins.NEWTranslocatorTEX'
     Skins(2)=Texture'WeaponSkins.AmmoPickups.NEWTranslocatorPUCK'
     Skins(3)=FinalBlend'WeaponSkins.AmmoPickups.NewTransGlassFB'
}

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Creation time: Mo 16.4.2007 11:20:33.265 - Created with UnCodeX