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Onslaught.ONSPRVRearGun

Extends
ONSWeapon

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Onslaught.ONSWeapon
      |   
      +-- Onslaught.ONSPRVRearGun

Constants Summary
Inherited Contants from Engine.Actor
MAXSTEPHEIGHT, MINFLOORZ

Variables Summary
class<ONSChargeBeamEffect>BeamEffectClass
boolbHoldingFire
soundChargedLoop
soundChargingSound
floatDamageScale
floatMaxHoldTime
floatMinDamageScale
floatStartHoldTime
Inherited Variables from Onslaught.ONSWeapon
AIInfo[2], AimLockReleaseTime, AimTraceRange, AltFireForce, AltFireInterval, AltFireProjectileClass, AltFireSoundClass, AltFireSoundRadius, AltFireSoundVolume, AmbientEffectEmitter, AmbientEffectEmitterClass, AmbientSoundScaling, bActive, bAimable, bAmbientAltFireSound, bAmbientFireSound, bCallInstigatorPostRender, bCorrectAim, bDoOffsetTrace, bDualIndependantTargeting, bForceCenterAim, bInheritVelocity, bInstantFire, bInstantRotation, bIsAltFire, bIsRepeatingFF, BlueSkin, bReflective, bShowAimCrosshair, bShowChargingBar, CurrentAim, CurrentHitLocation, DamageMax, DamageMin, DamageType, DebugInfo, DualFireOffset, EffectEmitter, EffectEmitterClass, FireCountdown, FireForce, FireInterval, FireIntervalAimLock, FireSoundClass, FireSoundPitch, FireSoundRadius, FireSoundVolume, FlashCount, FlashEmitter, FlashEmitterClass, GunnerAttachmentBone, HitCount, LastHitLocation, LastRotation, Momentum, OldFlashCount, OldHitCount, PitchBone, PitchDownLimit, PitchUpLimit, ProjectileClass, Projectiles, RedSkin, RotateSound, RotateSoundThreshold, RotationsPerSecond, SavedFireProperties[2], ShakeOffsetMag, ShakeOffsetRate, ShakeOffsetTime, ShakeRotMag, ShakeRotRate, ShakeRotTime, Spread, Team, TraceRange, WeaponFireAttachmentBone, WeaponFireLocation, WeaponFireOffset, WeaponFireRotation, WeaponOffset, YawBone, YawConstraintDelta, YawEndConstraint, YawStartConstraint
Inherited Variables from Engine.Actor
Acceleration, AccumKarmaAngleError, ActorRenderData, AmbientGlow, AmbientSound, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bActorShadows, bAlreadyPrecachedMaterials, bAlreadyPrecachedMeshes, bAlwaysFaceCamera, bAlwaysRelevant, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAttenByLife, bAutoAlignToTerrain, bBadStateCode, bBlockActors, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockProjectiles, bBlocksTeleport, bBlockZeroExtentTraces, bBounce, bCanBeDamaged, bCanTeleport, bClientAnim, bClientAuthoritative, bClientDemoNetFunc, bClientDemoRecording, bClientTrigger, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeferRendering, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDetailAttachment, bDirectional, bDirectionalCorona, bDisableSorting, bDisturbFluidSurface, bDramaticLighting, bDynamicLight, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForceSkelUpdate, bFullVolume, bGameRelevant, bHardAttach, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bIgnoreTerminalVelocity, bIgnoreVehicles, bInterpolating, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNoDelete, bNoRepMesh, bNotifyLocalPlayerTeamReceived, bNotOnDedServer, bObsolete, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOrientToVelocity, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bShouldBaseAtStartup, bShouldStopKarma, bShowOctreeNodes, bSkipActorPropertyReplication, bSmoothKarmaStateUpdates, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTicked, bTimerLoop, bTraceWater, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseCollisionStaticMesh, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, ClientOverlayCounter, ClientOverlayTimer, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, ExcludeTag[8], FluidSurfaceShootStrengthMod, ForcedVisibilityZoneTag, ForceNoise, ForceRadius, ForceScale, ForceType, Group, HardRelMatrix, HighDetailOverlay, InitialState, Instigator, Inventory, JoinedTag, KParams, KStepTag, LastRenderTime, LatentFloat, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, MaxLights, Mesh, MeshInstance, MessageClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, OverlayMaterial, OverlayTimer, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SoundPitch, SoundRadius, SoundVolume, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, SurfaceType, Tag, Texture, TimerCounter, TimerRate, Touching, TransientSoundRadius, TransientSoundVolume, UV2Mode, UV2Texture, Velocity, XLevel

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDoubleClickDir, EDrawType, EFilterState, EFlagState, EForceType, eKillZType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ESurfaceTypes, ETravelType, EUV2Mode

Structures Summary
Inherited Structures from Onslaught.ONSWeapon
ONSWeaponAIInfo
Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, FireProperties, KRBVec, KRigidBodyState, KSimParams, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr

Functions Summary
function CeaseFire (Controller C)
InstantFireMode
functionfloat ChargeBar ()
function ClientStopFire (Controller C, bool bWasAltFire)
InstantFireMode
function ClientTrigger ()
InstantFireMode
function Fire (Controller C)
InstantFireMode
function InitEffects ()
function OwnerEffects ()
InstantFireMode
function SetFireRateModifier (float Modifier)
function SpawnBeamEffect (Vector Start, Rotator Dir, Vector HitLocation, Vector HitNormal, int ReflectNum)
function StaticPrecache (LevelInfo L)
function Timer ()
InstantFireMode
function UpdatePrecacheMaterials ()
Inherited Functions from Onslaught.ONSWeapon
AdjustAim, AltFire, AttemptFire, BestMode, CalcWeaponFire, CanAttack, CeaseFire, ChargeBar, ClientPlayForceFeedback, ClientSpawnHitEffects, ClientStartFire, ClientStopFire, Destroyed, DestroyEffects, DisplayDebug, DoCombo, Fire, FlashMuzzleFlash, InitEffects, LimitPitch, MaxRange, OwnerEffects, PostBeginPlay, PostNetBeginPlay, SetFireRateModifier, SetGRI, SetTeam, ShakeView, SimulateTraceFire, SpawnBeamEffect, SpawnHitEffects, SpawnProjectile, StaticPrecache, StopForceFeedback, TraceFire, WeaponCeaseFire
Inherited Functions from Engine.Actor
*, +, -, AddToPackageMap, AdjustVolume, AllActors, AllowMusicPlayback, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, AnimStopLooping, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BlocksShotAt, BoneRefresh, BroadcastLocalizedMessage, Bump, CanSplash, ChangeBaseParamsFeedbackEffect, ChangeSpringFeedbackEffect, CheckForErrors, CheckMaxEffectDistance, ChildActors, ClearStayingDebugLines, ClientTrigger, Clock, CollidingActors, ConsoleCommand, CopyObjectToClipboard, Crash, CurrentLIPSincAnim, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, DisplayDebug, DrawDebugCircle, DrawDebugLine, DrawDebugSphere, DrawStayingDebugLine, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishedInterpolation, FinishInterpolation, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAllInt, GetAllIntDesc, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClosestBone, GetCollisionExtent, GetDebugName, GetHumanReadableName, GetLocalString, GetMapName, GetMeshName, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, GetSoundDuration, GetURLMap, GetUrlOption, HasAnim, HasLIPSincAnim, HealDamage, HitWall, HurtRadius, IsAnimating, IsInPain, IsInVolume, IsJoinedTo, IsPlayingLIPSincAnim, IsStationary, IsTweening, KAddAngularImpulse, KAddBoneLifter, KAddImpulse, KApplyForce, KDisableCollision, KDrawRigidBodyState, KEnableCollision, KFreezeRagdoll, KGetActorGravScale, KGetCOMOffset, KGetCOMPosition, KGetDampingProps, KGetFriction, KGetImpactThreshold, KGetInertiaTensor, KGetMass, KGetRBQuaternion, KGetRestitution, KGetRigidBodyState, KGetSimParams, KGetSkelMass, KilledBy, KImpact, KIsAwake, KIsRagdollAvailable, KMakeRagdollAvailable, KRBVecFromVector, KRBVecToVector, KRemoveAllBoneLifters, KRemoveLifterFromBone, KScaleJointLimits, KSetActorGravScale, KSetBlockKarma, KSetCOMOffset, KSetDampingProps, KSetFriction, KSetImpactThreshold, KSetInertiaTensor, KSetMass, KSetRestitution, KSetSimParams, KSetSkelVel, KSetStayUpright, KSetStayUprightParams, KSkelConvulse, KUpdateState, KVelDropBelow, KWake, Landed, LinkMesh, LinkSkelAnim, LIPSincAnimEnd, LockRootMotion, LoopAnim, LostChild, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, NearSpot, NotifyLocalPlayerDead, NotifyLocalPlayerTeamReceived, OnlyAffectPawns, PauseStream, PawnBaseDied, PhysicsVolumeChange, PlayAnim, PlayerCanSeeMe, PlayFeedbackEffect, PlayLIPSincAnim, PlayMusic, PlayOwnedSound, PlaySound, PlayStream, PlayTeleportEffect, PostBeginPlay, PostLoadSavedGame, PostNetBeginPlay, PostNetReceive, PostTeleport, PostTouch, POVChanged, PreBeginPlay, PrecacheAnnouncer, PreSaveGame, PreTeleport, RadiusActors, RanInto, RecoverFromBadStateCode, RenderOverlays, RenderTexture, Reset, ResetStaticFilterState, SeekStream, SelfTriggered, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDelayedDamageInstigatorController, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetLocation, SetOverlayMaterial, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTimer, ShouldBeHidden, Sleep, Spawn, SpecialHandling, StartInterpolation, StopAllMusic, StopAnimating, StopFeedbackEffect, StopLIPSincAnim, StopMusic, StopStream, SuggestFallVelocity, TakeDamage, TeamLink, TextToSpeech, Tick, Timer, TimerPop, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TraceThisActor, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnClock, UnTouch, UnTrigger, UntriggerEvent, UpdateAnnouncements, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes, UpdateURL, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange

States Summary
InstantFireMode Source code
state InstantFireMode
CeaseFire, ClientStopFire, ClientTrigger, Fire, OwnerEffects, Timer


Variables Detail

BeamEffectClass Source code

var class<ONSChargeBeamEffect> BeamEffectClass;

bHoldingFire Source code

var bool bHoldingFire;

ChargedLoop Source code

var sound ChargedLoop;

ChargingSound Source code

var sound ChargingSound;

DamageScale Source code

var float DamageScale;

MaxHoldTime Source code

var float MaxHoldTime;

MinDamageScale Source code

var float MinDamageScale;

StartHoldTime Source code

var float StartHoldTime;


Functions Detail

CeaseFire InstantFireMode Source code

function CeaseFire ( Controller C )

ChargeBar Source code

simulated function float ChargeBar ( )

ClientStopFire InstantFireMode Source code

simulated function ClientStopFire ( Controller C, bool bWasAltFire )

ClientTrigger InstantFireMode Source code

simulated function ClientTrigger ( )

Fire InstantFireMode Source code

function Fire ( Controller C )

InitEffects Source code

simulated function InitEffects ( )

OwnerEffects InstantFireMode Source code

simulated function OwnerEffects ( )

SetFireRateModifier Source code

simulated function SetFireRateModifier ( float Modifier )

SpawnBeamEffect Source code

function SpawnBeamEffect ( Vector Start, Rotator Dir, Vector HitLocation, Vector HitNormal, int ReflectNum )

StaticPrecache Source code

static function StaticPrecache ( LevelInfo L )

Timer InstantFireMode Source code

function Timer ( )

UpdatePrecacheMaterials Source code

simulated function UpdatePrecacheMaterials ( )


Defaultproperties

defaultproperties
{
     BeamEffectClass=Class'Onslaught.ONSChargeBeamEffect'
     MaxHoldTime=2.500000
     MinDamageScale=0.150000
     ChargingSound=Sound'ONSVehicleSounds-S.PRV.PRVChargeUp'
     ChargedLoop=Sound'ONSVehicleSounds-S.PRV.PRVChargeLoop'
     YawBone="REARgunBASE"
     PitchBone="REARgunTURRET"
     PitchUpLimit=15000
     PitchDownLimit=57500
     WeaponFireAttachmentBone="Dummy02"
     GunnerAttachmentBone="REARgunBASE"
     bInstantRotation=True
     bInstantFire=True
     bShowChargingBar=True
     bDoOffsetTrace=True
     RedSkin=Shader'VMVehicles-TX.NEWprvGroup.newPRVredSHAD'
     BlueSkin=Shader'VMVehicles-TX.NEWprvGroup.newPRVshad'
     FireInterval=0.750000
     FlashEmitterClass=Class'Onslaught.ONSPRVRearGunCharge'
     FireSoundClass=Sound'ONSVehicleSounds-S.PRV.PRVFire04'
     FireForce="PRVRearFire"
     DamageType=Class'Onslaught.DamTypeChargingBeam'
     DamageMin=200
     DamageMax=200
     TraceRange=20000.000000
     Momentum=150000.000000
     AIInfo(0)=(bInstantHit=True,bFireOnRelease=True,RefireRate=0.850000)
     Mesh=SkeletalMesh'ONSWeapons-A.PRVrearGUN'
     DrawScale=0.800000
}

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Creation time: Wed 7/2/2007 19:16:10.718 - Created with UnCodeX