Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

XWeapons.LinkGun

Extends
Weapon
Modifiers
config ( user )

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

Direct Known Subclasses:

RPGLinkGun, Weapon_LinkTurret

Constants Summary
Inherited Contants from Engine.Weapon
NUM_FIRE_MODES

Variables Summary
LinkGun
boolLinking
intLinks
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
functionbyte BestMode ()
function BringUp (optional Weapon PrevWeapon)
functionbool CanHeal (Actor Other)
functionbool ConsumeAmmo (int Mode, float load, optional bool bAmountNeededIsMax)
function Destroyed ()
functionbool FocusOnLeader (bool bLeaderFiring)
functionfloat GetAIRating ()
functionvector GetEffectStart ()
functionbool HasAmmo ()
function IncrementFlashCount (int mode)
functionbool LinkedConsumeAmmo (int Mode, float load, optional bool bAmountNeededIsMax)
functionbool LinkedTo (LinkGun L)
functionbool PutDown ()
event RenderOverlays (Canvas Canvas)
functionbool StartFire (int Mode)
functionfloat SuggestAttackStyle ()
functionfloat SuggestDefenseStyle ()
function UpdateLinkColor (LinkAttachment.ELinkColor Color)
event WeaponTick (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

LinkGun

Linking Source code

var(LinkGun) bool Linking;

Links Source code

var(LinkGun) int Links;


Functions Detail

BestMode Source code

function byte BestMode ( )

BringUp Source code

simulated function BringUp ( optional Weapon PrevWeapon )

CanHeal Source code

function bool CanHeal ( Actor Other )

ConsumeAmmo Source code

function bool ConsumeAmmo ( int Mode, float load, optional bool bAmountNeededIsMax )

Destroyed Source code

simulated function Destroyed ( )

FocusOnLeader Source code

function bool FocusOnLeader ( bool bLeaderFiring )

GetAIRating Source code

function float GetAIRating ( )

GetEffectStart Source code

simulated function vector GetEffectStart ( )

HasAmmo Source code

simulated function bool HasAmmo ( )

IncrementFlashCount Source code

simulated function IncrementFlashCount ( int mode )

LinkedConsumeAmmo Source code

function bool LinkedConsumeAmmo ( int Mode, float load, optional bool bAmountNeededIsMax )

LinkedTo Source code

function bool LinkedTo ( LinkGun L )

PutDown Source code

simulated function bool PutDown ( )

RenderOverlays Source code

simulated event RenderOverlays ( Canvas Canvas )

StartFire Source code

simulated function bool StartFire ( int Mode )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( )

SuggestDefenseStyle Source code

function float SuggestDefenseStyle ( )

UpdateLinkColor Source code

simulated function UpdateLinkColor ( LinkAttachment.ELinkColor Color )

WeaponTick Source code

simulated event WeaponTick ( float dt )


Defaultproperties

defaultproperties
{
     FireModeClass(0)=Class'XWeapons.LinkAltFire'
     FireModeClass(1)=Class'XWeapons.LinkFire'
     PutDownAnim="PutDown"
     IdleAnimRate=0.030000
     SelectSound=Sound'NewWeaponSounds.NewLinkSelect'
     SelectForce="SwitchToLinkGun"
     AIRating=0.680000
     CurrentRating=0.680000
     bMatchWeapons=True
     OldMesh=SkeletalMesh'Weapons.LinkGun_1st'
     OldPickup="WeaponStaticMesh.LinkGunPickup"
     OldCenteredOffsetY=-12.000000
     OldPlayerViewOffset=(X=-2.000000,Y=-2.000000,Z=-3.000000)
     OldSmallViewOffset=(X=10.000000,Y=4.000000,Z=-9.000000)
     OldPlayerViewPivot=(Yaw=500)
     OldCenteredRoll=3000
     OldCenteredYaw=-300
     Description="Riordan Dynamic Weapon Systems combines the best of weapon design in the Advanced Plasma Rifle v23, commonly known as the Link Gun.|While the primary firing mode of the Link remains the same as its plasma-firing predecessor, the secondary cutting torch has been replaced with a switchable energy matrix. Upon contacting a teammate, it converts to a harmless carrier stream, offloading energy from the onboard cells to boost the output of any targeted player also using the Link.|It should be noted that while players are boosting a teammate, they are unable to defend themselves from attack."
     EffectOffset=(X=100.000000,Y=25.000000,Z=-3.000000)
     DisplayFOV=60.000000
     Priority=7
     HudColor=(B=128,R=128)
     SmallViewOffset=(X=2.000000,Z=-1.500000)
     CenteredOffsetY=-5.000000
     CenteredRoll=3000
     CenteredYaw=-1000
     CustomCrosshair=10
     CustomCrossHairColor=(B=128,R=128)
     CustomCrossHairTextureName="Crosshairs.Hud.Crosshair_Bracket1"
     InventoryGroup=5
     PickupClass=Class'XWeapons.LinkGunPickup'
     PlayerViewOffset=(X=-5.000000,Y=-3.000000)
     PlayerViewPivot=(Yaw=500)
     BobDamping=1.575000
     AttachmentClass=Class'XWeapons.LinkAttachment'
     IconMaterial=Texture'HUDContent.Generic.HUD'
     IconCoords=(X1=169,Y1=78,X2=244,Y2=124)
     ItemName="Link Gun"
     Mesh=SkeletalMesh'NewWeapons2004.FatLinkGun'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: Wed 7/2/2007 19:16:04.734 - Created with UnCodeX