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XWeapons.Redeemer

Extends
Weapon
Modifiers
config ( user )

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

Constants Summary
Inherited Contants from Engine.Weapon
NUM_FIRE_MODES

Variables Summary
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 ()
event ClientStopFire (int Mode)
functionfloat GetAIRating ()
function PrebeginPlay ()
functionfloat SuggestAttackStyle ()
functionfloat SuggestDefenseStyle ()
function SuperMaxOutAmmo ()
event WeaponTick (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


Functions Detail

BestMode Source code

function byte BestMode ( )

ClientStopFire Source code

simulated event ClientStopFire ( int Mode )

GetAIRating Source code

function float GetAIRating ( )

PrebeginPlay Source code

function PrebeginPlay ( )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( )

SuggestDefenseStyle Source code

function float SuggestDefenseStyle ( )

SuperMaxOutAmmo Source code

simulated function SuperMaxOutAmmo ( )

WeaponTick Source code

simulated event WeaponTick ( float dt )


Defaultproperties

defaultproperties
{
     FireModeClass(0)=Class'XWeapons.RedeemerFire'
     FireModeClass(1)=Class'XWeapons.RedeemerGuidedFire'
     SelectAnim="Pickup"
     PutDownAnim="PutDown"
     SelectAnimRate=0.667000
     PutDownAnimRate=1.000000
     PutDownTime=0.450000
     BringUpTime=0.675000
     SelectSound=Sound'WeaponSounds.Misc.redeemer_change'
     SelectForce="SwitchToFlakCannon"
     AIRating=1.500000
     CurrentRating=1.500000
     bNotInDemo=True
     Description="The first time you witness this miniature nuclear device in action, you'll agree it is the most powerful weapon in the Tournament.|Launch a slow-moving but utterly devastating missile with the primary fire; but make sure you're out of the Redeemer's impressive blast radius before it impacts. The secondary fire allows you to guide the nuke yourself with a rocket's-eye view.||Keep in mind, however, that you are vulnerable to attack when steering the Redeemer's projectile. Due to the extreme bulkiness of its ammo, the Redeemer is exhausted after a single shot."
     DemoReplacement=Class'XWeapons.RocketLauncher'
     DisplayFOV=60.000000
     Priority=16
     SmallViewOffset=(X=26.000000,Y=6.000000,Z=-34.000000)
     CustomCrosshair=13
     CustomCrossHairColor=(B=128)
     CustomCrossHairScale=2.000000
     CustomCrossHairTextureName="Crosshairs.Hud.Crosshair_Circle2"
     InventoryGroup=0
     GroupOffset=1
     PickupClass=Class'XWeapons.RedeemerPickup'
     PlayerViewOffset=(X=14.000000,Z=-28.000000)
     PlayerViewPivot=(Pitch=1000,Yaw=-400)
     BobDamping=1.400000
     AttachmentClass=Class'XWeapons.RedeemerAttachment'
     IconMaterial=Texture'HUDContent.Generic.HUD'
     IconCoords=(X1=4,Y1=350,X2=110,Y2=395)
     ItemName="Redeemer"
     Mesh=SkeletalMesh'Weapons.Redeemer_1st'
     DrawScale=1.200000
}

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Creation time: Wed 7/2/2007 19:16:13.578 - Created with UnCodeX