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XWeapons.BioChargedFire

Extends
ProjectileFire

Core.Object
|   
+-- Engine.WeaponFire
   |   
   +-- XWeapons.ProjectileFire
      |   
      +-- XWeapons.BioChargedFire

Variables Summary
BioChargedFire
intGoopLoad
floatGoopUpRate
SoundHoldSound
intMaxGoopLoad
Inherited Variables from XWeapons.ProjectileFire
ProjPerFire, ProjSpawnOffset
Inherited Variables from Engine.WeaponFire
AimError, AmmoClass, AmmoClipSize, AmmoPerFire, bAttachFlashEmitter, bAttachSmokeEmitter, bFireOnRelease, bInstantHit, bInstantStop, bIsFiring, bLeadTarget, bModeExclusive, bNowWaiting, BotRefireRate, bPawnRapidFireAnim, bRecommendSplashDamage, bReflective, bServerDelayStartFire, bServerDelayStopFire, bSplashDamage, bSplashJump, bTimerLoop, bTossed, bWaitForRelease, DamageAtten, FireAnim, FireAnimRate, FireCount, FireEndAnim, FireEndAnimRate, FireForce, FireLoopAnim, FireLoopAnimRate, FireRate, FireSound, FlashEmitter, FlashEmitterClass, HoldTime, Instigator, Level, Load, MaxHoldTime, NextFireTime, NextTimerPop, NoAmmoForce, NoAmmoSound, Owner, PreFireAnim, PreFireAnimRate, PreFireTime, ProjectileClass, ReloadAnim, ReloadAnimRate, ReloadForce, ReloadSound, SavedFireProperties, ServerStartFireTime, ShakeOffsetMag, ShakeOffsetRate, ShakeOffsetTime, ShakeRotMag, ShakeRotRate, ShakeRotTime, SmokeEmitter, SmokeEmitterClass, Spread, SpreadStyle, ThisModeNum, TimerInterval, TransientSoundRadius, TransientSoundVolume, TweenTime, WarnTargetPct, Weapon

Enumerations Summary
Inherited Enumerations from Engine.WeaponFire
ESpreadStyle

Functions Summary
functionbool AllowFire ()
function BeginState ()
Hold
function DrawMuzzleFlash (Canvas Canvas)
function EndState ()
Hold
function InitEffects ()
functionfloat MaxRange ()
function ModeHoldFire ()
function PlayFiring ()
function PlayStartHold ()
functionprojectile SpawnProjectile (Vector Start, Rotator Dir)
function StartBerserk ()
function StartSuperBerserk ()
function StopBerserk ()
function Timer ()
Hold
Inherited Functions from XWeapons.ProjectileFire
DoFireEffect, GetFireStart, SpawnProjectile
Inherited Functions from Engine.WeaponFire
AdjustAim, AllowFire, BeginPlay, ClientPlayForceFeedback, DestroyEffects, DisplayDebug, DoFireEffect, DrawMuzzleFlash, FlashMuzzleFlash, GetFireStart, InitEffects, IsFiring, MaxRange, ModeDoFire, ModeHoldFire, ModeTick, PlayFireEnd, PlayFiring, PlayPreFire, PlayStartHold, PostBeginPlay, PostNetBeginPlay, PreBeginPlay, ServerPlayFiring, SetInitialState, SetTimer, ShakeView, Spawn, StartBerserk, StartFiring, StartMuzzleSmoke, StartSuperBerserk, StopBerserk, StopFiring, StopForceFeedback, Timer, Trace, Update

States Summary
Hold Source code
state Hold
BeginState, EndState, Timer


Variables Detail

BioChargedFire

GoopLoad Source code

var(BioChargedFire) int GoopLoad;

GoopUpRate Source code

var(BioChargedFire) float GoopUpRate;

HoldSound Source code

var(BioChargedFire) Sound HoldSound;

MaxGoopLoad Source code

var(BioChargedFire) int MaxGoopLoad;


Functions Detail

AllowFire Source code

simulated function bool AllowFire ( )

BeginState Hold Source code

simulated function BeginState ( )

DrawMuzzleFlash Source code

function DrawMuzzleFlash ( Canvas Canvas )

EndState Hold Source code

simulated function EndState ( )

InitEffects Source code

function InitEffects ( )

MaxRange Source code

function float MaxRange ( )

ModeHoldFire Source code

function ModeHoldFire ( )

PlayFiring Source code

simulated function PlayFiring ( )

PlayStartHold Source code

simulated function PlayStartHold ( )

SpawnProjectile Source code

function projectile SpawnProjectile ( Vector Start, Rotator Dir )

StartBerserk Source code

function StartBerserk ( )

StartSuperBerserk Source code

function StartSuperBerserk ( )

StopBerserk Source code

function StopBerserk ( )

Timer Hold Source code

simulated function Timer ( )


Defaultproperties

defaultproperties
{
     GoopUpRate=0.250000
     MaxGoopLoad=10
     HoldSound=SoundGroup'WeaponSounds.BioRifle.BioRiflePowerUp'
     ProjSpawnOffset=(X=20.000000,Y=9.000000,Z=-6.000000)
     bSplashDamage=True
     bRecommendSplashDamage=True
     bTossed=True
     bFireOnRelease=True
     FireEndAnim=
     FireSound=SoundGroup'WeaponSounds.BioRifle.BioRifleFire'
     FireForce="BioRifleFire"
     FireRate=0.330000
     AmmoClass=Class'XWeapons.BioAmmo'
     ShakeRotMag=(X=100.000000)
     ShakeRotRate=(X=1000.000000)
     ShakeRotTime=2.000000
     ShakeOffsetMag=(X=-4.000000,Z=-4.000000)
     ShakeOffsetRate=(X=1000.000000,Z=1000.000000)
     ShakeOffsetTime=2.000000
     ProjectileClass=Class'XWeapons.BioGlob'
     BotRefireRate=0.500000
     WarnTargetPct=0.800000
}

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Creation time: Wed 7/2/2007 19:15:51.953 - Created with UnCodeX