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Onslaught.ONSMineLayer

Extends
Weapon
Modifiers
config ( User )

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- Onslaught.ONSMineLayer

Constants Summary
BARREL_ROTATION_RATE=2.0
NUM_BARRELS=4
Inherited Contants from Engine.Weapon
NUM_FIRE_MODES

Variables Summary
floatBarrelRotation
boolbRotateBarrel
intCurrentMines
colorFadedColor
floatFinalRotation
intMaxMines
array<Projectile>Mines
ONSMineLayer
floatReloadDelay
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 ()
functionbool CanThrow ()
function Destroyed ()
function DrawWeaponInfo (Canvas Canvas)
functionfloat GetAIRating ()
functionbool HasAmmo ()
function NewDrawWeaponInfo (Canvas Canvas, float YPos)
function PlayFiring (bool plunge)
function RotateBarrel ()
functionbool ShouldFireWithoutTarget ()
functionfloat SuggestAttackStyle ()
functionfloat SuggestDefenseStyle ()
function Tick (float dt)
AnimateLoad
function UpdateBarrel (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

States Summary
AnimateLoad Source code
simulated state AnimateLoad
Tick


Constants Detail

BARREL_ROTATION_RATE Source code

const BARREL_ROTATION_RATE = 2.0;

NUM_BARRELS Source code

const NUM_BARRELS = 4;


Variables Detail

BarrelRotation Source code

var float BarrelRotation;

bRotateBarrel Source code

var bool bRotateBarrel;

CurrentMines Source code

var int CurrentMines;

FadedColor Source code

var color FadedColor;

FinalRotation Source code

var float FinalRotation;

MaxMines Source code

var int MaxMines;

Mines Source code

var array<Projectile> Mines;

ONSMineLayer

ReloadDelay Source code

var(ONSMineLayer) float ReloadDelay;


Functions Detail

BestMode Source code

function byte BestMode ( )

CanThrow Source code

simulated function bool CanThrow ( )

Destroyed Source code

simulated function Destroyed ( )

DrawWeaponInfo Source code

simulated function DrawWeaponInfo ( Canvas Canvas )

GetAIRating Source code

function float GetAIRating ( )

HasAmmo Source code

simulated function bool HasAmmo ( )

NewDrawWeaponInfo Source code

simulated function NewDrawWeaponInfo ( Canvas Canvas, float YPos )

PlayFiring Source code

simulated function PlayFiring ( bool plunge )

RotateBarrel Source code

simulated function RotateBarrel ( )

ShouldFireWithoutTarget Source code

function bool ShouldFireWithoutTarget ( )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( )

SuggestDefenseStyle Source code

function float SuggestDefenseStyle ( )

Tick AnimateLoad Source code

simulated function Tick ( float dt )

UpdateBarrel Source code

simulated function UpdateBarrel ( float dt )


Defaultproperties

defaultproperties
{
     ReloadDelay=0.400000
     MaxMines=8
     FadedColor=(B=128,G=128,R=128,A=160)
     FireModeClass(0)=Class'Onslaught.ONSMineThrowFire'
     FireModeClass(1)=Class'Onslaught.ONSMineLayerAltFire'
     PutDownAnim="PutDown"
     SelectAnimRate=2.000000
     PutDownAnimRate=4.000000
     PutDownTime=0.400000
     BringUpTime=0.350000
     SelectSound=Sound'WeaponSounds.FlakCannon.SwitchToFlakCannon'
     SelectForce="SwitchToFlakCannon"
     AIRating=0.550000
     CurrentRating=0.550000
     Description="The Spider Mine Layer is used for deploying spider mines, autonomous mobile mines that are highly effective against both foot soldiers and vehicles."
     EffectOffset=(X=100.000000,Y=32.000000,Z=-20.000000)
     DisplayFOV=45.000000
     Priority=5
     HudColor=(B=255,G=0,R=0)
     SmallViewOffset=(X=116.000000,Y=43.500000,Z=-40.500000)
     CustomCrosshair=14
     CustomCrossHairTextureName="ONSInterface-TX.MineLayerReticle"
     InventoryGroup=3
     GroupOffset=1
     PickupClass=Class'Onslaught.ONSMineLayerPickup'
     PlayerViewOffset=(X=100.000000,Y=35.500000,Z=-32.500000)
     BobDamping=2.200000
     AttachmentClass=Class'Onslaught.ONSMineLayerAttachment'
     IconMaterial=Texture'HUDContent.Generic.HUD'
     IconCoords=(X1=229,Y1=258,X2=296,Y2=307)
     ItemName="Mine Layer"
     Mesh=SkeletalMesh'ONSWeapons-A.MineLayer_1st'
     AmbientGlow=64
}

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Creation time: Wed 7/2/2007 19:16:09.843 - Created with UnCodeX