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XWeapons.BallLauncher

Extends
Weapon
Modifiers
config ( user ) HideDropDown CacheExempt

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

Constants Summary
Inherited Contants from Engine.Weapon
NUM_FIRE_MODES

Variables Summary
ActorAITarget
floatHealAccum
floatSwitchTestTime
BallLauncher
floatHealRate
boollaunchedBall
SoundPassAmbient
PawnPassTarget
SoundPassTargetLocked
StringPassTargetLockedForce
SoundPassTargetLost
StringPassTargetLostForce
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)
function BringUp (optional Weapon PrevWeapon)
functionbool CanAttack (Actor Other)
function DrawWeaponInfo (Canvas Canvas)
functionbool HasAmmo ()
function ModifyPawn (float dt)
function NewDrawWeaponInfo (Canvas Canvas, float YPos)
functionWeapon NextWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)
function OutOfAmmo ()
functionWeapon PrevWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)
functionbool PutDown ()
functionWeapon RecommendWeapon (out float rating)
function SetAITarget (Actor T)
function SetPassTarget (Pawn passTarg)
functionbool ShootHoop (Controller B, Vector ShootLoc)
functionbool StartFire (int modeNum)
function SynchronizeWeapon (Weapon ClientWeapon)
function Tick (float dt)
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

AITarget Source code

var Actor AITarget;

HealAccum Source code

var transient float HealAccum;

SwitchTestTime Source code

var transient float SwitchTestTime;

BallLauncher

HealRate Source code

var(BallLauncher) float HealRate;

launchedBall Source code

var(BallLauncher) transient bool launchedBall;

PassAmbient Source code

var(BallLauncher) Sound PassAmbient;

PassTarget Source code

var(BallLauncher) transient Pawn PassTarget;

PassTargetLocked Source code

var(BallLauncher) Sound PassTargetLocked;

PassTargetLockedForce Source code

var(BallLauncher) String PassTargetLockedForce;

PassTargetLost Source code

var(BallLauncher) Sound PassTargetLost;

PassTargetLostForce Source code

var(BallLauncher) String PassTargetLostForce;


Functions Detail

BotFire Source code

function bool BotFire ( bool bFinished, optional name FiringMode )

BringUp Source code

simulated function BringUp ( optional Weapon PrevWeapon )

CanAttack Source code

function bool CanAttack ( Actor Other )

DrawWeaponInfo Source code

simulated function DrawWeaponInfo ( Canvas Canvas )

HasAmmo Source code

simulated function bool HasAmmo ( )

ModifyPawn Source code

function ModifyPawn ( float dt )

NewDrawWeaponInfo Source code

simulated function NewDrawWeaponInfo ( Canvas Canvas, float YPos )

NextWeapon Source code

simulated function Weapon NextWeapon ( Weapon CurrentChoice, Weapon CurrentWeapon )

OutOfAmmo Source code

simulated function OutOfAmmo ( )

PrevWeapon Source code

simulated function Weapon PrevWeapon ( Weapon CurrentChoice, Weapon CurrentWeapon )

PutDown Source code

simulated function bool PutDown ( )

RecommendWeapon Source code

simulated function Weapon RecommendWeapon ( out float rating )

SetAITarget Source code

function SetAITarget ( Actor T )

SetPassTarget Source code

function SetPassTarget ( Pawn passTarg )

ShootHoop Source code

function bool ShootHoop ( Controller B, Vector ShootLoc )

StartFire Source code

simulated function bool StartFire ( int modeNum )

SynchronizeWeapon Source code

function SynchronizeWeapon ( Weapon ClientWeapon )

Tick Source code

simulated function Tick ( float dt )


Defaultproperties

defaultproperties
{
     PassAmbient=Sound'IndoorAmbience.machinery36'
     PassTargetLocked=Sound'WeaponSounds.BaseGunTech.BLockOn1'
     PassTargetLost=Sound'WeaponSounds.BaseGunTech.BSeekLost1'
     PassTargetLockedForce="LockOn"
     PassTargetLostForce="SeekLost"
     HealRate=5.000000
     FireModeClass(0)=Class'XWeapons.BallShoot'
     FireModeClass(1)=Class'XWeapons.BallTarget'
     PutDownAnim="PutDown"
     PutDownAnimRate=2.500000
     PutDownTime=0.200000
     SelectSound=Sound'WeaponSounds.Misc.ballgun_change'
     SelectForce="ballgun_change"
     AIRating=0.100000
     CurrentRating=0.100000
     bCanThrow=False
     bForceSwitch=True
     bNoVoluntarySwitch=True
     bNoInstagibReplace=True
     EffectOffset=(X=30.000000,Y=10.000000,Z=-10.000000)
     DisplayFOV=60.000000
     Priority=17
     SmallViewOffset=(X=23.000000,Y=6.000000,Z=-6.000000)
     CenteredOffsetY=-5.000000
     CenteredRoll=5000
     CenteredYaw=-300
     CustomCrosshair=11
     CustomCrossHairColor=(B=0)
     CustomCrossHairTextureName="Crosshairs.Hud.Crosshair_Bracket2"
     MinReloadPct=0.000000
     InventoryGroup=15
     PlayerViewOffset=(X=11.000000)
     BobDamping=2.200000
     AttachmentClass=Class'XWeapons.BallAttachment'
     ItemName="Ball Launcher"
     Mesh=SkeletalMesh'Weapons.BallLauncher_1st'
     DrawScale=0.400000
}

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Creation time: Wed 7/2/2007 19:15:51.734 - Created with UnCodeX