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UT2004RPG.RPGWeapon

Extends
Weapon
Modifiers
DependsOn ( RPGStatsInv ) config ( UT2004RPG ) HideDropDown CacheExempt

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

Constants Summary
Inherited Contants from Engine.Weapon
NUM_FIRE_MODES

Variables Summary
floatAIRatingBonus
boolbCanHaveZeroModifier
boolbIdentified
array<ChaosAmmoTypeStructClone>ChaosAmmoTypes
RPGStatsInvHolderStatsInv
intLastAmmoChargePrimary
intMaxModifier
intMinModifier
WeaponModifiedWeapon
intModifier
MaterialModifierOverlay
stringPostfixNeg
stringPostfixPos
stringPrefixNeg
stringPrefixPos
intReferences
intSniperZoomMode
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

Structures Summary
ChaosAmmoTypeStructClone
AmmoClass, Attachment, Pickup, bSuperAmmoLimit

Functions Summary
functionbool AddAmmo (int AmmoToAdd, int Mode)
function AdjustPlayerDamage (out int Damage, Pawn InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType)
function AdjustTargetDamage (out int Damage, Actor Victim, vector HitLocation, out vector Momentum, class<DamageType> DamageType)
functionbool AllowedFor (class<Weapon> Weapon, Pawn Other)
functionbool AllowRPGWeapon (RPGWeapon w)
function AltFire (float F)
functionint AmmoAmount (int mode)
functionbool AmmoMaxed (int mode)
functionfloat AmmoStatus (optional int Mode)
function AnimEnd (int channel)
function AttachToPawn (Pawn P)
functionbyte BestMode ()
functionbool BotFire (bool bFinished, optional name FiringMode)
function BringUp (optional Weapon PrevWeapon)
functionbool CanAttack (Actor Other)
functionbool CanHeal (Actor Other)
functionbool CanThrow ()
functionvector CenteredEffectStart ()
function ChangeAmmo ()
function ChaosWeaponOption ()
functionfloat ChargeBar ()
function CheckOutOfAmmo ()
functionbool CheckReflect (Vector HitLocation, out Vector RefNormal, int AmmoDrain)
function ClientStartFire (int Mode)
event ClientStopFire (int Mode)
function ClientWeaponSet (bool bPossiblySwitch)
function ClientWeaponThrown ()
function ConstructItemName ()
functionbool ConsumeAmmo (int Mode, float load, optional bool bAmountNeededIsMax)
function Destroyed ()
function DestroyModifiedWeapon ()
function DetachFromPawn (Pawn P)
function DisplayDebug (Canvas Canvas, out float YL, out float YPos)
function DoReflectEffect (int Drain)
function DrawWeaponInfo (Canvas C)
function DropFrom (vector StartLocation)
function EndState ()
PendingClientWeaponSet
function FillToInitialAmmo ()
function FinishReloading ()
function Fire (float F)
function FireHack (byte Mode)
functionbool FireOnRelease ()
functionbool FocusOnLeader (bool bLeaderFiring)
function Generate (RPGWeapon ForcedWeapon)
functionfloat GetAIRating ()
function GetAmmoCount (out float MaxAmmoPrimary, out float CurAmmoPrimary)
functionfloat GetDamageRadius ()
functionclass<DamageTypeGetDamageType ()
functionvector GetEffectStart ()
functionvector GetFireStart (vector X, vector Y, vector Z)
function GetViewAxes (out vector xaxis, out vector yaxis, out vector zaxis)
function GiveAmmo (int m, WeaponPickup WP, bool bJustSpawned)
function GiveTo (Pawn Other, optional Pickup Pickup)
functionbool HandlePickupQuery (pickup Item)
functionbool HasAmmo ()
function HolderDied ()
function Identify ()
function IncrementFlashCount (int Mode)
functionbool IsFiring ()
functionbool IsRapidFire ()
function Loaded ()
functionint MaxAmmo (int mode)
function MaxOutAmmo ()
functionbool NeedAmmo (int mode)
function NewAdjustTargetDamage (out int Damage, int OriginalDamage, Actor Victim, vector HitLocation, out vector Momentum, class<DamageType> DamageType)
function NewDrawWeaponInfo (Canvas C, float YPos)
function OutOfAmmo ()
function OwnerEvent (name EventName)
function PawnUnpossessed ()
function PlayIdle ()
function PreDrawFPWeapon ()
functionbool PutDown ()
functionfloat RangedAttackTime ()
functionfloat RateSelf ()
functionbool ReadyToFire (int Mode)
functionbool RecommendLongRangedAttack ()
functionbool RecommendRangedAttack ()
functionbool RecommendSplashDamage ()
functionWeapon RecommendWeapon (out float rating)
functionfloat RefireRate ()
function ReloadMeNow ()
function RemoveReference ()
event RenderOverlays (Canvas Canvas)
function Reselect ()
function ServerForceUpdate ()
function SetAITarget (Actor T)
function SetHand (float InHand)
function SetHolderStatsInv ()
function SetModifiedWeapon (Weapon w, bool bIdentify)
function SetOverlayMaterial (Material mat, float time, bool bOverride)
function SetWeaponInfo ()
functionbool ShouldFireWithoutTarget ()
functionbool SplashDamage ()
functionbool SplashJump ()
function StartBerserk ()
functionbool StartFire (int Mode)
function StopBerserk ()
functionfloat SuggestAttackStyle ()
functionfloat SuggestDefenseStyle ()
function SuperMaxOutAmmo ()
function SyncUpAmmoCharges ()
function Timer ()
functionbool WantsZoomFade ()
functionbool WeaponCentered ()
event WeaponTick (float dt)
function ZeroFlashCount (int Mode)
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
PendingClientWeaponSet Source code
state PendingClientWeaponSet
EndState


Variables Detail

AIRatingBonus Source code

var float AIRatingBonus;

bCanHaveZeroModifier Source code

var bool bCanHaveZeroModifier;

bIdentified Source code

var bool bIdentified;

ChaosAmmoTypes Source code

var array<ChaosAmmoTypeStructClone> ChaosAmmoTypes;

HolderStatsInv Source code

var RPGStatsInv HolderStatsInv;

LastAmmoChargePrimary Source code

var int LastAmmoChargePrimary;

MaxModifier Source code

var int MaxModifier;

MinModifier Source code

var int MinModifier;

ModifiedWeapon Source code

var Weapon ModifiedWeapon;

Modifier Source code

var int Modifier;

ModifierOverlay Source code

var Material ModifierOverlay;

PostfixNeg Source code

var localized string PostfixNeg;

PostfixPos Source code

var localized string PostfixPos;

PrefixNeg Source code

var localized string PrefixNeg;

PrefixPos Source code

var localized string PrefixPos;

References Source code

var int References;

SniperZoomMode Source code

var int SniperZoomMode;


Structures Detail

ChaosAmmoTypeStructClone Source code

struct ChaosAmmoTypeStructClone
{
var class<Ammunition> AmmoClass;
var class<WeaponAttachment> Attachment;
var bool bSuperAmmoLimit;
var class<Pickup> Pickup;
};



Functions Detail

AddAmmo Source code

function bool AddAmmo ( int AmmoToAdd, int Mode )

AdjustPlayerDamage Source code

function AdjustPlayerDamage ( out int Damage, Pawn InstigatedBy, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType )

AdjustTargetDamage Source code

function AdjustTargetDamage ( out int Damage, Actor Victim, vector HitLocation, out vector Momentum, class<DamageType> DamageType )

AllowedFor Source code

static function bool AllowedFor ( class<Weapon> Weapon, Pawn Other )

AllowRPGWeapon Source code

function bool AllowRPGWeapon ( RPGWeapon w )

AltFire Source code

simulated function AltFire ( float F )

AmmoAmount Source code

simulated function int AmmoAmount ( int mode )

AmmoMaxed Source code

simulated function bool AmmoMaxed ( int mode )

AmmoStatus Source code

simulated function float AmmoStatus ( optional int Mode )

AnimEnd Source code

simulated function AnimEnd ( int channel )

AttachToPawn Source code

function AttachToPawn ( Pawn P )

BestMode Source code

function byte BestMode ( )

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 )

CanHeal Source code

function bool CanHeal ( Actor Other )

CanThrow Source code

simulated function bool CanThrow ( )

CenteredEffectStart Source code

simulated function vector CenteredEffectStart ( )

ChangeAmmo Source code

exec function ChangeAmmo ( )

ChaosWeaponOption Source code

exec function ChaosWeaponOption ( )

ChargeBar Source code

simulated function float ChargeBar ( )

CheckOutOfAmmo Source code

simulated function CheckOutOfAmmo ( )

CheckReflect Source code

function bool CheckReflect ( Vector HitLocation, out Vector RefNormal, int AmmoDrain )

ClientStartFire Source code

simulated function ClientStartFire ( int Mode )

ClientStopFire Source code

simulated event ClientStopFire ( int Mode )

ClientWeaponSet Source code

simulated function ClientWeaponSet ( bool bPossiblySwitch )

ClientWeaponThrown Source code

simulated function ClientWeaponThrown ( )

ConstructItemName Source code

simulated function ConstructItemName ( )

ConsumeAmmo Source code

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

Destroyed Source code

simulated function Destroyed ( )

DestroyModifiedWeapon Source code

simulated function DestroyModifiedWeapon ( )

DetachFromPawn Source code

function DetachFromPawn ( Pawn P )

DisplayDebug Source code

simulated function DisplayDebug ( Canvas Canvas, out float YL, out float YPos )

DoReflectEffect Source code

function DoReflectEffect ( int Drain )

DrawWeaponInfo Source code

simulated function DrawWeaponInfo ( Canvas C )

DropFrom Source code

function DropFrom ( vector StartLocation )

EndState PendingClientWeaponSet Source code

simulated function EndState ( )

FillToInitialAmmo Source code

simulated function FillToInitialAmmo ( )

FinishReloading Source code

exec function FinishReloading ( )

Fire Source code

simulated function Fire ( float F )

FireHack Source code

function FireHack ( byte Mode )

FireOnRelease Source code

function bool FireOnRelease ( )

FocusOnLeader Source code

function bool FocusOnLeader ( bool bLeaderFiring )

Generate Source code

function Generate ( RPGWeapon ForcedWeapon )

GetAIRating Source code

function float GetAIRating ( )

GetAmmoCount Source code

simulated function GetAmmoCount ( out float MaxAmmoPrimary, out float CurAmmoPrimary )

GetDamageRadius Source code

function float GetDamageRadius ( )

GetDamageType Source code

function class<DamageType> GetDamageType ( )

GetEffectStart Source code

simulated function vector GetEffectStart ( )

GetFireStart Source code

simulated function vector GetFireStart ( vector X, vector Y, vector Z )

GetViewAxes Source code

simulated function GetViewAxes ( out vector xaxis, out vector yaxis, out vector zaxis )

GiveAmmo Source code

function GiveAmmo ( int m, WeaponPickup WP, bool bJustSpawned )

GiveTo Source code

function GiveTo ( Pawn Other, optional Pickup Pickup )

HandlePickupQuery Source code

function bool HandlePickupQuery ( pickup Item )

HasAmmo Source code

simulated function bool HasAmmo ( )

HolderDied Source code

function HolderDied ( )

Identify Source code

function Identify ( )

IncrementFlashCount Source code

simulated function IncrementFlashCount ( int Mode )

IsFiring Source code

simulated function bool IsFiring ( )

IsRapidFire Source code

function bool IsRapidFire ( )

Loaded Source code

simulated function Loaded ( )

MaxAmmo Source code

simulated function int MaxAmmo ( int mode )

MaxOutAmmo Source code

simulated function MaxOutAmmo ( )

NeedAmmo Source code

simulated function bool NeedAmmo ( int mode )

NewAdjustTargetDamage Source code

function NewAdjustTargetDamage ( out int Damage, int OriginalDamage, Actor Victim, vector HitLocation, out vector Momentum, class<DamageType> DamageType )

NewDrawWeaponInfo Source code

simulated function NewDrawWeaponInfo ( Canvas C, float YPos )

OutOfAmmo Source code

simulated function OutOfAmmo ( )

OwnerEvent Source code

function OwnerEvent ( name EventName )

PawnUnpossessed Source code

simulated function PawnUnpossessed ( )

PlayIdle Source code

simulated function PlayIdle ( )

PreDrawFPWeapon Source code

simulated function PreDrawFPWeapon ( )

PutDown Source code

simulated function bool PutDown ( )

RangedAttackTime Source code

function float RangedAttackTime ( )

RateSelf Source code

simulated function float RateSelf ( )

ReadyToFire Source code

simulated function bool ReadyToFire ( int Mode )

RecommendLongRangedAttack Source code

function bool RecommendLongRangedAttack ( )

RecommendRangedAttack Source code

function bool RecommendRangedAttack ( )

RecommendSplashDamage Source code

function bool RecommendSplashDamage ( )

RecommendWeapon Source code

simulated function Weapon RecommendWeapon ( out float rating )

RefireRate Source code

function float RefireRate ( )

ReloadMeNow Source code

exec function ReloadMeNow ( )

RemoveReference Source code

function RemoveReference ( )

RenderOverlays Source code

simulated event RenderOverlays ( Canvas Canvas )

Reselect Source code

simulated function Reselect ( )

ServerForceUpdate Source code

function ServerForceUpdate ( )

SetAITarget Source code

function SetAITarget ( Actor T )

SetHand Source code

simulated function SetHand ( float InHand )

SetHolderStatsInv Source code

simulated function SetHolderStatsInv ( )

SetModifiedWeapon Source code

function SetModifiedWeapon ( Weapon w, bool bIdentify )

SetOverlayMaterial Source code

simulated function SetOverlayMaterial ( Material mat, float time, bool bOverride )

SetWeaponInfo Source code

simulated function SetWeaponInfo ( )

ShouldFireWithoutTarget Source code

function bool ShouldFireWithoutTarget ( )

SplashDamage Source code

function bool SplashDamage ( )

SplashJump Source code

function bool SplashJump ( )

StartBerserk Source code

simulated function StartBerserk ( )

StartFire Source code

simulated function bool StartFire ( int Mode )

StopBerserk Source code

simulated function StopBerserk ( )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( )

SuggestDefenseStyle Source code

function float SuggestDefenseStyle ( )

SuperMaxOutAmmo Source code

simulated function SuperMaxOutAmmo ( )

SyncUpAmmoCharges Source code

function SyncUpAmmoCharges ( )

Timer Source code

simulated function Timer ( )

WantsZoomFade Source code

simulated function bool WantsZoomFade ( )

WeaponCentered Source code

simulated function bool WeaponCentered ( )

WeaponTick Source code

simulated event WeaponTick ( float dt )

ZeroFlashCount Source code

simulated function ZeroFlashCount ( int Mode )


Defaultproperties

defaultproperties
{
    bGameRelevant=true
    PickupClass=class'RPGWeaponPickup'
}


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Creation time: Wed 7/2/2007 19:16:14.531 - Created with UnCodeX