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Engine.WeaponFire

Extends
Object
Modifiers
native

Core.Object
|   
+-- Engine.WeaponFire

Direct Known Subclasses:

BallTarget, FM_Turret_AltFire_Shield, FM_Turret_Minigun_AltFire, InstantFire, LinkFire, ONSAVRiLAltFire, ONSGrenadeAltFire, ONSMineLayerAltFire, PainterFire, PainterZoom, ProjectileFire, ShieldAltFire, ShieldFire, SniperZoom, TransRecall

Constants Summary
Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Standalone, RF_Transactional, RF_Transient

Variables Summary
boolbInstantStop
boolbIsFiring
boolbNowWaiting
boolbServerDelayStartFire
boolbServerDelayStopFire
boolbTimerLoop
intFireCount
pawnInstigator
LevelInfoLevel
floatNextFireTime
floatNextTimerPop
ActorOwner
Actor.FirePropertiesSavedFireProperties
floatServerStartFireTime
floatTimerInterval
floatTransientSoundRadius
floatTransientSoundVolume
WeaponFire
floatAimError
class<Ammunition>AmmoClass
intAmmoClipSize
intAmmoPerFire
boolbAttachFlashEmitter
boolbAttachSmokeEmitter
boolbFireOnRelease
boolbInstantHit
boolbLeadTarget
boolbModeExclusive
floatBotRefireRate
boolbPawnRapidFireAnim
boolbRecommendSplashDamage
boolbReflective
boolbSplashDamage
boolbSplashJump
boolbTossed
boolbWaitForRelease
floatDamageAtten
NameFireAnim
floatFireAnimRate
NameFireEndAnim
floatFireEndAnimRate
StringFireForce
NameFireLoopAnim
floatFireLoopAnimRate
floatFireRate
SoundFireSound
xEmitterFlashEmitter
class<xEmitter>FlashEmitterClass
floatHoldTime
floatLoad
floatMaxHoldTime
StringNoAmmoForce
SoundNoAmmoSound
NamePreFireAnim
floatPreFireAnimRate
floatPreFireTime
class<Projectile>ProjectileClass
NameReloadAnim
floatReloadAnimRate
StringReloadForce
SoundReloadSound
vectorShakeOffsetMag
vectorShakeOffsetRate
floatShakeOffsetTime
vectorShakeRotMag
vectorShakeRotRate
floatShakeRotTime
xEmitterSmokeEmitter
class<xEmitter>SmokeEmitterClass
floatSpread
ESpreadStyleSpreadStyle
intThisModeNum
floatTweenTime
floatWarnTargetPct
WeaponWeapon
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[7], Outer

Enumerations Summary
ESpreadStyle
SS_None, SS_Random, SS_Line, SS_Ring
Inherited Enumerations from Core.Object
EAxis, ECamOrientation, EDetailMode, EDrawPivot, ESheerAxis

Structures Summary
Inherited Structures from Core.Object
BoundingVolume, Box, Color, CompressedPosition, Coords, FloatBox, Guid, IntBox, InterpCurve, InterpCurvePoint, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, TMultiMap, Vector

Functions Summary
functionRotator AdjustAim (Vector Start, float InAimError)
functionbool AllowFire ()
function BeginPlay ()
function ClientPlayForceFeedback (String EffectName)
function DestroyEffects ()
function DisplayDebug (Canvas Canvas, out float YL, out float YPos)
function DoFireEffect ()
function DrawMuzzleFlash (Canvas Canvas)
function FlashMuzzleFlash ()
functionvector GetFireStart (vector X, vector Y, vector Z)
function InitEffects ()
functionbool IsFiring ()
functionfloat MaxRange ()
event ModeDoFire ()
event ModeHoldFire ()
event ModeTick (float dt)
function PlayFireEnd ()
function PlayFiring ()
function PlayPreFire ()
function PlayStartHold ()
function PostBeginPlay ()
function PostNetBeginPlay ()
function PreBeginPlay ()
function ServerPlayFiring ()
event SetInitialState ()
function SetTimer (float NewTimerRate, bool bLoop)
function ShakeView ()
functionactor Spawn (class SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation)
function StartBerserk ()
function StartFiring ()
function StartMuzzleSmoke ()
function StartSuperBerserk ()
function StopBerserk ()
function StopFiring ()
function StopForceFeedback (String EffectName)
event Timer ()
functionActor Trace (out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent, optional out material Material)
function Update (float dt)
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AllObjects, Asc, Asin, Atan, BeginState, Caps, Ceil, Chr, Clamp, ClassIsChildOf, ClearConfig, ClockwiseFrom, Cos, Created, Cross, Disable, Divide, Dot, DynamicLoadObject, EatStr, Enable, EndState, Eval, Exp, FClamp, FindObject, FMax, FMin, FRand, GetAxes, GetEnum, GetItemName, GetPerObjectNames, GetPropertyText, GetReferencers, GetStateName, GetUnAxes, GotoState, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Invert, IsA, IsInState, IsOnConsole, IsSoaking, Left, Len, Lerp, Localize, Locs, Log, Loge, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, OrthoRotation, PlatformIs64Bit, PlatformIsMacOS, PlatformIsUnix, PlatformIsWindows, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, Repl, ReplaceText, ResetConfig, Right, RotRand, Round, SaveConfig, SetPropertyText, Sin, Smerp, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, StopWatch, StrCmp, Tan, VRand, VSize, Warn, ^, ^^, |, ||, ~, ~=


Variables Detail

bInstantStop Source code

var bool bInstantStop;

bIsFiring Source code

var bool bIsFiring;

bNowWaiting Source code

var bool bNowWaiting;

bServerDelayStartFire Source code

var bool bServerDelayStartFire;

bServerDelayStopFire Source code

var bool bServerDelayStopFire;

bTimerLoop Source code

var bool bTimerLoop;

FireCount Source code

var int FireCount;

Instigator Source code

var pawn Instigator;

Level Source code

var LevelInfo Level;

NextFireTime Source code

var float NextFireTime;

NextTimerPop Source code

var float NextTimerPop;

Owner Source code

var Actor Owner;

SavedFireProperties Source code

var Actor.FireProperties SavedFireProperties;

ServerStartFireTime Source code

var float ServerStartFireTime;

TimerInterval Source code

var float TimerInterval;

TransientSoundRadius Source code

var float TransientSoundRadius;

TransientSoundVolume Source code

var float TransientSoundVolume;

WeaponFire

AimError Source code

var(WeaponFire) float AimError;

AmmoClass Source code

var(WeaponFire) class<Ammunition> AmmoClass;

AmmoClipSize Source code

var(WeaponFire) int AmmoClipSize;

AmmoPerFire Source code

var(WeaponFire) int AmmoPerFire;

bAttachFlashEmitter Source code

var(WeaponFire) bool bAttachFlashEmitter;

bAttachSmokeEmitter Source code

var(WeaponFire) bool bAttachSmokeEmitter;

bFireOnRelease Source code

var(WeaponFire) bool bFireOnRelease;

bInstantHit Source code

var(WeaponFire) bool bInstantHit;

bLeadTarget Source code

var(WeaponFire) bool bLeadTarget;

bModeExclusive Source code

var(WeaponFire) bool bModeExclusive;

BotRefireRate Source code

var(WeaponFire) float BotRefireRate;

bPawnRapidFireAnim Source code

var(WeaponFire) bool bPawnRapidFireAnim;

bRecommendSplashDamage Source code

var(WeaponFire) bool bRecommendSplashDamage;

bReflective Source code

var(WeaponFire) bool bReflective;

bSplashDamage Source code

var(WeaponFire) bool bSplashDamage;

bSplashJump Source code

var(WeaponFire) bool bSplashJump;

bTossed Source code

var(WeaponFire) bool bTossed;

bWaitForRelease Source code

var(WeaponFire) bool bWaitForRelease;

DamageAtten Source code

var(WeaponFire) float DamageAtten;

FireAnim Source code

var(WeaponFire) Name FireAnim;

FireAnimRate Source code

var(WeaponFire) float FireAnimRate;

FireEndAnim Source code

var(WeaponFire) Name FireEndAnim;

FireEndAnimRate Source code

var(WeaponFire) float FireEndAnimRate;

FireForce Source code

var(WeaponFire) String FireForce;

FireLoopAnim Source code

var(WeaponFire) Name FireLoopAnim;

FireLoopAnimRate Source code

var(WeaponFire) float FireLoopAnimRate;

FireRate Source code

var(WeaponFire) float FireRate;

FireSound Source code

var(WeaponFire) Sound FireSound;

FlashEmitter Source code

var(WeaponFire) xEmitter FlashEmitter;

FlashEmitterClass Source code

var(WeaponFire) class<xEmitter> FlashEmitterClass;

HoldTime Source code

var(WeaponFire) float HoldTime;

Load Source code

var(WeaponFire) float Load;

MaxHoldTime Source code

var(WeaponFire) float MaxHoldTime;

NoAmmoForce Source code

var(WeaponFire) String NoAmmoForce;

NoAmmoSound Source code

var(WeaponFire) Sound NoAmmoSound;

PreFireAnim Source code

var(WeaponFire) Name PreFireAnim;

PreFireAnimRate Source code

var(WeaponFire) float PreFireAnimRate;

PreFireTime Source code

var(WeaponFire) float PreFireTime;

ProjectileClass Source code

var(WeaponFire) class<Projectile> ProjectileClass;

ReloadAnim Source code

var(WeaponFire) Name ReloadAnim;

ReloadAnimRate Source code

var(WeaponFire) float ReloadAnimRate;

ReloadForce Source code

var(WeaponFire) String ReloadForce;

ReloadSound Source code

var(WeaponFire) Sound ReloadSound;

ShakeOffsetMag Source code

var(WeaponFire) vector ShakeOffsetMag;

ShakeOffsetRate Source code

var(WeaponFire) vector ShakeOffsetRate;

ShakeOffsetTime Source code

var(WeaponFire) float ShakeOffsetTime;

ShakeRotMag Source code

var(WeaponFire) vector ShakeRotMag;

ShakeRotRate Source code

var(WeaponFire) vector ShakeRotRate;

ShakeRotTime Source code

var(WeaponFire) float ShakeRotTime;

SmokeEmitter Source code

var(WeaponFire) xEmitter SmokeEmitter;

SmokeEmitterClass Source code

var(WeaponFire) class<xEmitter> SmokeEmitterClass;

Spread Source code

var(WeaponFire) float Spread;

SpreadStyle Source code

var(WeaponFire) ESpreadStyle SpreadStyle;

ThisModeNum Source code

var(WeaponFire) int ThisModeNum;

TweenTime Source code

var(WeaponFire) float TweenTime;

WarnTargetPct Source code

var(WeaponFire) float WarnTargetPct;

Weapon Source code

var(WeaponFire) Weapon Weapon;


Enumerations Detail

ESpreadStyle Source code

enum ESpreadStyle
{
SS_None, SS_Random, SS_Line, SS_Ring
};


Functions Detail

AdjustAim Source code

function Rotator AdjustAim ( Vector Start, float InAimError )

AllowFire Source code

simulated function bool AllowFire ( )

BeginPlay Source code

simulated function BeginPlay ( )

ClientPlayForceFeedback Source code

function ClientPlayForceFeedback ( String EffectName )

DestroyEffects Source code

simulated function DestroyEffects ( )

DisplayDebug Source code

simulated function DisplayDebug ( Canvas Canvas, out float YL, out float YPos )

DoFireEffect Source code

function DoFireEffect ( )

DrawMuzzleFlash Source code

function DrawMuzzleFlash ( Canvas Canvas )

FlashMuzzleFlash Source code

function FlashMuzzleFlash ( )

GetFireStart Source code

simulated function vector GetFireStart ( vector X, vector Y, vector Z )

InitEffects Source code

simulated function InitEffects ( )

IsFiring Source code

function bool IsFiring ( )

MaxRange Source code

function float MaxRange ( )

ModeDoFire Source code

event ModeDoFire ( )

ModeHoldFire Source code

event ModeHoldFire ( )

ModeTick Source code

event ModeTick ( float dt )

PlayFireEnd Source code

function PlayFireEnd ( )

PlayFiring Source code

function PlayFiring ( )

PlayPreFire Source code

function PlayPreFire ( )

PlayStartHold Source code

function PlayStartHold ( )

PostBeginPlay Source code

simulated function PostBeginPlay ( )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( )

PreBeginPlay Source code

simulated function PreBeginPlay ( )

ServerPlayFiring Source code

function ServerPlayFiring ( )

SetInitialState Source code

simulated event SetInitialState ( )

SetTimer Source code

simulated function SetTimer ( float NewTimerRate, bool bLoop )

ShakeView Source code

function ShakeView ( )

Spawn Source code

function actor Spawn ( class<actor> SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation )

StartBerserk Source code

function StartBerserk ( )

StartFiring Source code

function StartFiring ( )

StartMuzzleSmoke Source code

function StartMuzzleSmoke ( )

StartSuperBerserk Source code

function StartSuperBerserk ( )

StopBerserk Source code

function StopBerserk ( )

StopFiring Source code

function StopFiring ( )

StopForceFeedback Source code

function StopForceFeedback ( String EffectName )

Timer Source code

event Timer ( )

Trace Source code

function Actor Trace ( out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent, optional out material Material )

Update Source code

function Update ( float dt )


Defaultproperties

defaultproperties
{
     bInstantHit=True
     bModeExclusive=True
     TransientSoundVolume=0.500000
     TransientSoundRadius=400.000000
     PreFireAnim="PreFire"
     FireAnim="Fire"
     FireLoopAnim="FireLoop"
     FireEndAnim="FireEnd"
     ReloadAnim="Reload"
     PreFireAnimRate=1.000000
     FireAnimRate=1.000000
     FireLoopAnimRate=1.000000
     FireEndAnimRate=1.000000
     ReloadAnimRate=1.000000
     TweenTime=0.100000
     FireRate=0.500000
     BotRefireRate=0.950000
     aimerror=600.000000
     DamageAtten=1.000000
}

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Creation time: Wed 7/2/2007 19:16:25.640 - Created with UnCodeX