- Extends
- Object
- Modifiers
- native
Core.Object
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+-- 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
Enumerations Summary |
ESpreadStyle SS_None,
SS_Random,
SS_Line,
SS_Ring |
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 |
| Rotator | AdjustAim (Vector Start, float InAimError)
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| bool | AllowFire ()
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| | BeginPlay ()
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| | ClientPlayForceFeedback (String EffectName)
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| | DestroyEffects ()
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| | DisplayDebug (Canvas Canvas, out float YL, out float YPos)
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| | DoFireEffect ()
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| | DrawMuzzleFlash (Canvas Canvas)
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| | FlashMuzzleFlash ()
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| vector | GetFireStart (vector X, vector Y, vector Z)
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| | InitEffects ()
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| bool | IsFiring ()
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| float | MaxRange ()
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| | ModeDoFire ()
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| | ModeHoldFire ()
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| | ModeTick (float dt)
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| | PlayFireEnd ()
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| | PlayFiring ()
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| | PlayPreFire ()
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| | PlayStartHold ()
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| | PostBeginPlay ()
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| | PostNetBeginPlay ()
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| | PreBeginPlay ()
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| | ServerPlayFiring ()
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| | SetInitialState ()
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| | SetTimer (float NewTimerRate, bool bLoop)
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| | ShakeView ()
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| actor | Spawn (class SpawnClass, optional actor SpawnOwner, optional name SpawnTag, optional vector SpawnLocation, optional rotator SpawnRotation)
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| | StartBerserk ()
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| | StartFiring ()
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| | StartMuzzleSmoke ()
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| | StartSuperBerserk ()
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| | StopBerserk ()
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| | StopFiring ()
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| | StopForceFeedback (String EffectName)
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| | Timer ()
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| Actor | Trace (out vector HitLocation, out vector HitNormal, vector TraceEnd, optional vector TraceStart, optional bool bTraceActors, optional vector Extent, optional out material Material)
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| | Update (float dt)
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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, ^, ^^, |, ||, ~, ~= |
var bool bInstantStop;
var bool bIsFiring;
var bool bNowWaiting;
var bool bServerDelayStartFire;
var bool bServerDelayStopFire;
var bool bTimerLoop;
var int FireCount;
var float NextFireTime;
var float NextTimerPop;
var float ServerStartFireTime;
var float TimerInterval;
var float TransientSoundRadius;
var float TransientSoundVolume;
WeaponFire
bRecommendSplashDamage Source code
simulated function bool AllowFire ( )
simulated function BeginPlay ( )
ClientPlayForceFeedback Source code
function ClientPlayForceFeedback ( String EffectName )
simulated function DestroyEffects ( )
simulated function DisplayDebug (
Canvas Canvas,
out float YL,
out float YPos )
function DoFireEffect ( )
function FlashMuzzleFlash ( )
simulated function InitEffects ( )
function bool IsFiring ( )
function float MaxRange ( )
event ModeDoFire ( )
event ModeHoldFire ( )
event ModeTick ( float dt )
function PlayFireEnd ( )
function PlayFiring ( )
function PlayPreFire ( )
function PlayStartHold ( )
simulated function PostBeginPlay ( )
simulated function PostNetBeginPlay ( )
simulated function PreBeginPlay ( )
function ServerPlayFiring ( )
simulated event SetInitialState ( )
simulated function SetTimer ( float NewTimerRate, bool bLoop )
function ShakeView ( )
function actor Spawn (
class<
actor> 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 ( )
function Update ( float dt )
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