- Extends
- Weapon
- Modifiers
- DependsOn ( RPGStatsInv ) config ( UT2004RPG ) HideDropDown CacheExempt
Core.Object
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+-- Engine.Actor
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+-- Engine.Inventory
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+-- Engine.Weapon
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+-- UT2004RPG.RPGWeapon
Direct Known Subclasses:
OneDropRPGWeapon, RW_Damage, RW_Energy, RW_EnhancedProtection, RW_Force, RW_Healing, RW_Infinity, RW_Luck, RW_NoMomentum, RW_Penetrating, RW_Piercing, RW_Poison, RW_Protection
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 |
Functions Summary |
| bool | AddAmmo (int AmmoToAdd, int Mode)
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| | AdjustPlayerDamage (out int Damage, Pawn InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType)
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| | AdjustTargetDamage (out int Damage, Actor Victim, vector HitLocation, out vector Momentum, class<DamageType> DamageType)
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| bool | AllowedFor (class<Weapon> Weapon, Pawn Other)
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| bool | AllowRPGWeapon (RPGWeapon w)
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| | AltFire (float F)
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| int | AmmoAmount (int mode)
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| bool | AmmoMaxed (int mode)
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| float | AmmoStatus (optional int Mode)
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| | AnimEnd (int channel)
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| | AttachToPawn (Pawn P)
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| byte | BestMode ()
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| bool | BotFire (bool bFinished, optional name FiringMode)
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| | BringUp (optional Weapon PrevWeapon)
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| bool | CanAttack (Actor Other)
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| bool | CanHeal (Actor Other)
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| bool | CanThrow ()
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| vector | CenteredEffectStart ()
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| | ChangeAmmo ()
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| | ChaosWeaponOption ()
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| float | ChargeBar ()
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| | CheckOutOfAmmo ()
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| bool | CheckReflect (Vector HitLocation, out Vector RefNormal, int AmmoDrain)
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| | ClientStartFire (int Mode)
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| | ClientStopFire (int Mode)
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| | ClientWeaponSet (bool bPossiblySwitch)
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| | ClientWeaponThrown ()
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| | ConstructItemName ()
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| bool | ConsumeAmmo (int Mode, float load, optional bool bAmountNeededIsMax)
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| | Destroyed ()
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| | DestroyModifiedWeapon ()
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| | DetachFromPawn (Pawn P)
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| | DisplayDebug (Canvas Canvas, out float YL, out float YPos)
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| | DoReflectEffect (int Drain)
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| | DrawWeaponInfo (Canvas C)
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| | DropFrom (vector StartLocation)
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| | EndState () PendingClientWeaponSet |
| | FillToInitialAmmo ()
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| | FinishReloading ()
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| | Fire (float F)
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| | FireHack (byte Mode)
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| bool | FireOnRelease ()
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| bool | FocusOnLeader (bool bLeaderFiring)
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| | Generate (RPGWeapon ForcedWeapon)
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| float | GetAIRating ()
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| | GetAmmoCount (out float MaxAmmoPrimary, out float CurAmmoPrimary)
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| float | GetDamageRadius ()
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| class<DamageType> | GetDamageType ()
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| vector | GetEffectStart ()
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| vector | GetFireStart (vector X, vector Y, vector Z)
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| | GetViewAxes (out vector xaxis, out vector yaxis, out vector zaxis)
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| | GiveAmmo (int m, WeaponPickup WP, bool bJustSpawned)
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| | GiveTo (Pawn Other, optional Pickup Pickup)
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| bool | HandlePickupQuery (pickup Item)
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| bool | HasAmmo ()
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| | HolderDied ()
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| | Identify ()
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| | IncrementFlashCount (int Mode)
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| bool | IsFiring ()
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| bool | IsRapidFire ()
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| | Loaded ()
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| int | MaxAmmo (int mode)
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| | MaxOutAmmo ()
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| bool | NeedAmmo (int mode)
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| | NewAdjustTargetDamage (out int Damage, int OriginalDamage, Actor Victim, vector HitLocation, out vector Momentum, class<DamageType> DamageType)
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| | NewDrawWeaponInfo (Canvas C, float YPos)
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| | OutOfAmmo ()
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| | OwnerEvent (name EventName)
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| | PawnUnpossessed ()
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| | PlayIdle ()
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| | PreDrawFPWeapon ()
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| bool | PutDown ()
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| float | RangedAttackTime ()
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| float | RateSelf ()
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| bool | ReadyToFire (int Mode)
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| bool | RecommendLongRangedAttack ()
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| bool | RecommendRangedAttack ()
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| bool | RecommendSplashDamage ()
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| Weapon | RecommendWeapon (out float rating)
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| float | RefireRate ()
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| | ReloadMeNow ()
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| | RemoveReference ()
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| | RenderOverlays (Canvas Canvas)
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| | Reselect ()
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| | ServerForceUpdate ()
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| | SetAITarget (Actor T)
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| | SetHand (float InHand)
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| | SetHolderStatsInv ()
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| | SetModifiedWeapon (Weapon w, bool bIdentify)
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| | SetOverlayMaterial (Material mat, float time, bool bOverride)
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| | SetWeaponInfo ()
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| bool | ShouldFireWithoutTarget ()
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| bool | SplashDamage ()
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| bool | SplashJump ()
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| | StartBerserk ()
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| bool | StartFire (int Mode)
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| | StopBerserk ()
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| float | SuggestAttackStyle ()
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| float | SuggestDefenseStyle ()
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| | SuperMaxOutAmmo ()
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| | SyncUpAmmoCharges ()
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| | Timer ()
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| bool | WantsZoomFade ()
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| bool | WeaponCentered ()
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| | WeaponTick (float dt)
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| | ZeroFlashCount (int Mode)
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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 |
var float AIRatingBonus;
var bool bCanHaveZeroModifier;
var bool bIdentified;
var int LastAmmoChargePrimary;
var int MaxModifier;
var int MinModifier;
var localized string PostfixNeg;
var localized string PostfixPos;
var localized string PrefixNeg;
var localized string PrefixPos;
var int References;
var int SniperZoomMode;
ChaosAmmoTypeStructClone Source code
function bool AddAmmo ( int AmmoToAdd, int Mode )
simulated function AltFire ( float F )
simulated function int AmmoAmount ( int mode )
simulated function bool AmmoMaxed ( int mode )
simulated function float AmmoStatus ( optional int Mode )
simulated function AnimEnd ( int channel )
function AttachToPawn (
Pawn P )
function byte BestMode ( )
function bool BotFire ( bool bFinished, optional name FiringMode )
simulated function BringUp (
optional Weapon PrevWeapon )
function bool CanAttack (
Actor Other )
function bool CanHeal (
Actor Other )
simulated function bool CanThrow ( )
simulated function vector CenteredEffectStart ( )
exec function ChangeAmmo ( )
exec function ChaosWeaponOption ( )
simulated function float ChargeBar ( )
simulated function CheckOutOfAmmo ( )
function bool CheckReflect (
Vector HitLocation,
out Vector RefNormal,
int AmmoDrain )
simulated function ClientStartFire ( int Mode )
simulated event ClientStopFire ( int Mode )
simulated function ClientWeaponSet ( bool bPossiblySwitch )
simulated function ClientWeaponThrown ( )
simulated function ConstructItemName ( )
function bool ConsumeAmmo ( int Mode, float load, optional bool bAmountNeededIsMax )
simulated function Destroyed ( )
simulated function DestroyModifiedWeapon ( )
function DetachFromPawn (
Pawn P )
simulated function DisplayDebug (
Canvas Canvas,
out float YL,
out float YPos )
function DoReflectEffect ( int Drain )
simulated function DrawWeaponInfo (
Canvas C )
function DropFrom (
vector StartLocation )
EndState PendingClientWeaponSet Source code
simulated function EndState ( )
simulated function FillToInitialAmmo ( )
exec function FinishReloading ( )
simulated function Fire ( float F )
function FireHack ( byte Mode )
function bool FireOnRelease ( )
function bool FocusOnLeader ( bool bLeaderFiring )
function float GetAIRating ( )
simulated function GetAmmoCount ( out float MaxAmmoPrimary, out float CurAmmoPrimary )
function float GetDamageRadius ( )
simulated function vector GetEffectStart ( )
function GiveAmmo (
int m,
WeaponPickup WP,
bool bJustSpawned )
function bool HandlePickupQuery (
pickup Item )
simulated function bool HasAmmo ( )
function HolderDied ( )
function Identify ( )
simulated function IncrementFlashCount ( int Mode )
simulated function bool IsFiring ( )
function bool IsRapidFire ( )
simulated function Loaded ( )
simulated function int MaxAmmo ( int mode )
simulated function MaxOutAmmo ( )
simulated function bool NeedAmmo ( int mode )
simulated function NewDrawWeaponInfo (
Canvas C,
float YPos )
simulated function OutOfAmmo ( )
function OwnerEvent ( name EventName )
simulated function PawnUnpossessed ( )
simulated function PlayIdle ( )
simulated function PreDrawFPWeapon ( )
simulated function bool PutDown ( )
function float RangedAttackTime ( )
simulated function float RateSelf ( )
simulated function bool ReadyToFire ( int Mode )
RecommendLongRangedAttack Source code
function bool RecommendLongRangedAttack ( )
function bool RecommendRangedAttack ( )
function bool RecommendSplashDamage ( )
simulated function Weapon RecommendWeapon (
out float rating )
function float RefireRate ( )
exec function ReloadMeNow ( )
function RemoveReference ( )
simulated function Reselect ( )
function ServerForceUpdate ( )
function SetAITarget (
Actor T )
simulated function SetHand ( float InHand )
simulated function SetHolderStatsInv ( )
function SetModifiedWeapon (
Weapon w,
bool bIdentify )
simulated function SetOverlayMaterial (
Material mat,
float time,
bool bOverride )
simulated function SetWeaponInfo ( )
ShouldFireWithoutTarget Source code
function bool ShouldFireWithoutTarget ( )
function bool SplashDamage ( )
function bool SplashJump ( )
simulated function StartBerserk ( )
simulated function bool StartFire ( int Mode )
simulated function StopBerserk ( )
function float SuggestAttackStyle ( )
function float SuggestDefenseStyle ( )
simulated function SuperMaxOutAmmo ( )
function SyncUpAmmoCharges ( )
simulated function Timer ( )
simulated function bool WantsZoomFade ( )
simulated function bool WeaponCentered ( )
simulated event WeaponTick ( float dt )
simulated function ZeroFlashCount ( int Mode )
defaultproperties
{
bGameRelevant=true
PickupClass=class'RPGWeaponPickup'
}
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Creation time: Wed 7/2/2007 19:16:14.531 - Created with
UnCodeX