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Core.Object | +-- Engine.Actor | +-- Engine.Inventory | +-- Engine.Weapon | +-- XWeapons.ShockRifle | +-- XWeapons.SuperShockRifle | +-- XWeapons.ZoomSuperShockRifle
Variables Summary | |
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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 |
ZoomSuperShockRifle | |
xEmitter | chargeEmitter |
bool | zoomed |
Inherited Variables from XWeapons.ShockRifle |
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bRegisterTarget, bWaitForCombo, ComboStart, ComboTarget, EffectColor |
Functions Summary | ||
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BringUp (optional Weapon PrevWeapon) | ||
ClientStartFire (int mode) | ||
ClientStopFire (int mode) | ||
ClientWeaponThrown () | ||
Destroyed () | ||
IncrementFlashCount (int Mode) | ||
PostBeginPlay () | ||
bool | PutDown () | |
RenderOverlays (Canvas Canvas) | ||
SetZoomBlendColor (Canvas c) | ||
bool | WeaponCentered () |
Inherited Functions from XWeapons.SuperShockRifle |
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BestMode, CheckOutOfAmmo, ConsumeAmmo, GetAIRating, RangedAttackTime, RenderOverlays, StartFire |
Inherited Functions from XWeapons.ShockRifle |
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BestMode, DoCombo, GetAIRating, GetEffectStart, PostBeginPlay, RangedAttackTime, RenderOverlays, SetComboTarget, StartFire, SuggestAttackStyle, WeaponCentered |
Variables Detail |
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Functions Detail |
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Defaultproperties |
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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.ZoomSuperShockBeamFire' FireModeClass(1)=Class'XWeapons.SniperZoom' bSniping=Wahr } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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