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OnslaughtFull.ONSPainter

Extends
Painter

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- XWeapons.Painter
            |   
            +-- OnslaughtFull.ONSPainter

Constants Summary
Inherited Contants from Engine.Weapon
NUM_FIRE_MODES

Variables Summary
floatMinZDist
Inherited Variables from XWeapons.Painter
ArrowColor, borderX, borderY, ChargeColor, EndEffect, FirstCannon, FocusColor, focusX, focusY, innerArrowsX, innerArrowsY, LastFOV, MarkLocation, RechargeOrigin, RechargeSize, zoomed
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

Enumerations Summary
Inherited Enumerations from Engine.Weapon
EWeaponClientState

Functions Summary
functionbool CanBomb (vector MarkLocation, float NeededRadius)
functionfloat GetAIRating ()
Inherited Functions from XWeapons.Painter
BestMode, BringUp, CheckMark, ClientStartFire, ClientStopFire, ClientWeaponThrown, ConsumeAmmo, GetAIRating, HasAmmo, PutDown, RangedAttackTime, ReallyConsumeAmmo, RecommendLongRangedAttack, RecommendRangedAttack, RenderOverlays, SetZoomBlendColor, SuggestAttackStyle, SuggestDefenseStyle
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


Variables Detail

MinZDist Source code

var float MinZDist;


Functions Detail

CanBomb Source code

function bool CanBomb ( vector MarkLocation, float NeededRadius )

GetAIRating Source code

function float GetAIRating ( )


Defaultproperties

defaultproperties
{
     MinZDist=5000.000000
     FireModeClass(0)=Class'OnslaughtFull.ONSPainterFire'
     PutDownAnim="Deselect"
     SelectAnimRate=3.100000
     PutDownAnimRate=2.800000
     Description="The Target Painter, similar to the Ion Painter, fires a harmless, low power laser with its primary fire. Unlike the Ion Painter, however, this weapon calls in a bomber that launches a string of bombs in the direction the user is facing, centered on the painted target. The bombs will easily incinerate the target and any unfortunates that happen to be nearby."
     DisplayFOV=45.000000
     SmallViewOffset=(X=100.000000,Y=22.000000,Z=-32.500000)
     CenteredOffsetY=-7.000000
     CenteredRoll=0
     CenteredYaw=-500
     PickupClass=Class'OnslaughtFull.ONSPainterPickup'
     PlayerViewOffset=(X=100.000000,Y=22.000000,Z=-32.500000)
     PlayerViewPivot=(Yaw=350)
     AttachmentClass=Class'OnslaughtFull.ONSPainterAttachment'
     ItemName="Target Painter"
     Mesh=SkeletalMesh'ONSFullAnimations.TargetPainter'
     DrawScale=0.600000
     AmbientGlow=64
}

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Creation time: Wed 7/2/2007 19:16:10.203 - Created with UnCodeX