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XWeapons.LinkFire

Extends
WeaponFire

Core.Object
|   
+-- Engine.WeaponFire
   |   
   +-- XWeapons.LinkFire

Direct Known Subclasses:

FM_LinkTurret_AltFire, RPGLinkFire

Constants Summary
Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Standalone, RF_Transactional, RF_Transient

Variables Summary
boolbDoHit
LinkBeamEffectBeam
class<LinkBeamEffect>BeamEffectClass
SoundBeamSounds[4]
boolbInitAimError
boolbLinkFeedbackPlaying
boolbStartFire
rotatorCurrentAimError
rotatorDesiredAimError
floatLinkBreakTime
floatLinkScale[6]
byteLinkVolume
PawnLockedPawn
StringMakeLinkForce
SoundMakeLinkSound
byteSentLinkVolume
floatUpTime
LinkFire
boolbFeedbackDeath
intDamage
class<DamageType>DamageType
floatLinkBreakDelay
floatLinkFlexibility
floatMomentumTransfer
floatTraceRange
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
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[7], Outer

Enumerations Summary
Inherited Enumerations from Engine.WeaponFire
ESpreadStyle
Inherited Enumerations from Core.Object
EAxis, ECamOrientation, EDetailMode, EDrawPivot, ESheerAxis

Structures Summary
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
functionbool AddLink (int Size, Pawn Starter)
functionfloat AdjustLinkDamage (LinkGun LinkGun, Actor Other, float Damage)
functionbool BoundError ()
function DestroyEffects ()
function DoFireEffect ()
functionvector GetFireStart (vector X, vector Y, vector Z)
functionRotator GetPlayerAim (vector StartTrace, float InAimError)
functionbool IsLinkable (Actor Other)
event ModeDoFire ()
function ModeTick (float dt)
functionbool myHasAmmo (LinkGun LinkGun)
function PlayFiring ()
function RemoveLink (int Size, Pawn Starter)
function SetLinkTo (Pawn Other)
function StartBerserk ()
function StopBerserk ()
function StopFiring ()
function UpdateLinkColor (LinkAttachment.ELinkColor Color)
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
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, ^, ^^, |, ||, ~, ~=


Variables Detail

bDoHit Source code

var bool bDoHit;

Beam Source code

var LinkBeamEffect Beam;

BeamEffectClass Source code

var class<LinkBeamEffect> BeamEffectClass;

BeamSounds[4] Source code

var Sound BeamSounds[4];

bInitAimError Source code

var bool bInitAimError;

bLinkFeedbackPlaying Source code

var bool bLinkFeedbackPlaying;

bStartFire Source code

var bool bStartFire;

CurrentAimError Source code

var rotator CurrentAimError;

DesiredAimError Source code

var rotator DesiredAimError;

LinkBreakTime Source code

var float LinkBreakTime;

LinkScale[6] Source code

var float LinkScale[6];

LinkVolume Source code

var byte LinkVolume;

LockedPawn Source code

var Pawn LockedPawn;

MakeLinkForce Source code

var String MakeLinkForce;

MakeLinkSound Source code

var Sound MakeLinkSound;

SentLinkVolume Source code

var byte SentLinkVolume;

UpTime Source code

var float UpTime;

LinkFire

bFeedbackDeath Source code

var(LinkFire) bool bFeedbackDeath;

Damage Source code

var(LinkFire) int Damage;

DamageType Source code

var(LinkFire) class<DamageType> DamageType;

LinkBreakDelay Source code

var(LinkFire) float LinkBreakDelay;

LinkFlexibility Source code

var(LinkFire) float LinkFlexibility;

MomentumTransfer Source code

var(LinkFire) float MomentumTransfer;

TraceRange Source code

var(LinkFire) float TraceRange;


Functions Detail

AddLink Source code

function bool AddLink ( int Size, Pawn Starter )

AdjustLinkDamage Source code

simulated function float AdjustLinkDamage ( LinkGun LinkGun, Actor Other, float Damage )

BoundError Source code

function bool BoundError ( )

DestroyEffects Source code

simulated function DestroyEffects ( )

DoFireEffect Source code

function DoFireEffect ( )

GetFireStart Source code

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

GetPlayerAim Source code

simulated function Rotator GetPlayerAim ( vector StartTrace, float InAimError )

IsLinkable Source code

function bool IsLinkable ( Actor Other )

ModeDoFire Source code

event ModeDoFire ( )

ModeTick Source code

simulated function ModeTick ( float dt )

myHasAmmo Source code

simulated function bool myHasAmmo ( LinkGun LinkGun )

PlayFiring Source code

function PlayFiring ( )

RemoveLink Source code

function RemoveLink ( int Size, Pawn Starter )

SetLinkTo Source code

function SetLinkTo ( Pawn Other )

StartBerserk Source code

function StartBerserk ( )

StopBerserk Source code

function StopBerserk ( )

StopFiring Source code

function StopFiring ( )

UpdateLinkColor Source code

simulated function UpdateLinkColor ( LinkAttachment.ELinkColor Color )


Defaultproperties

defaultproperties
{
     BeamEffectClass=Class'XWeapons.LinkBeamEffect'
     MakeLinkSound=Sound'WeaponSounds.LinkGun.LinkActivated'
     LinkBreakDelay=0.500000
     LinkScale(1)=0.500000
     LinkScale(2)=0.900000
     LinkScale(3)=1.200000
     LinkScale(4)=1.400000
     LinkScale(5)=1.500000
     MakeLinkForce="LinkActivated"
     DamageType=Class'XWeapons.DamTypeLinkShaft'
     Damage=9
     MomentumTransfer=2000.000000
     TraceRange=1100.000000
     LinkFlexibility=0.640000
     bInitAimError=True
     LinkVolume=240
     BeamSounds(0)=Sound'WeaponSounds.LinkGun.BLinkGunBeam1'
     BeamSounds(1)=Sound'WeaponSounds.LinkGun.BLinkGunBeam2'
     BeamSounds(2)=Sound'WeaponSounds.LinkGun.BLinkGunBeam3'
     BeamSounds(3)=Sound'WeaponSounds.LinkGun.BLinkGunBeam4'
     bPawnRapidFireAnim=True
     FireAnim="Idle"
     FireEndAnim=
     NoAmmoSound=ProceduralSound'WeaponSounds.PReload5.P1Reload5'
     FireRate=0.120000
     AmmoClass=Class'XWeapons.LinkAmmo'
     AmmoPerFire=1
     ShakeRotMag=(Z=60.000000)
     ShakeRotRate=(Z=4000.000000)
     ShakeRotTime=6.000000
     ShakeOffsetMag=(Y=1.000000,Z=1.000000)
     ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
     ShakeOffsetTime=3.000000
     BotRefireRate=0.990000
     WarnTargetPct=0.200000
     FlashEmitterClass=Class'XEffects.LinkMuzFlashBeam1st'
}

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Creation time: Wed 7/2/2007 19:16:04.718 - Created with UnCodeX