- Extends
- Weapon
- Modifiers
- config ( user )
Core.Object
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+-- Engine.Actor
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+-- Engine.Inventory
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+-- Engine.Weapon
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+-- XWeapons.RocketLauncher
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 |
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 |
const BARREL_ROTATION_RATE = 2.95;
const NUM_BARRELS = 3;
var float BarrelRotation;
var bool bBreakLock;
var bool bLockedOn;
var bool bRotateBarrel;
var bool bTightSpread;
var float FinalRotation;
var float LockTime;
var float SeekCheckTime;
var float UnLockTime;
RocketLauncher
simulated function AnimEnd ( int Channel )
function byte BestMode ( )
simulated function BringUp (
optional Weapon PrevWeapon )
function bool CanLockOnTo (
Actor Other )
simulated event ClientStartFire ( int Mode )
function float GetAIRating ( )
simulated function PlayFiring ( bool plunge )
simulated function PlayIdle ( )
simulated function PlayLoad ( bool full )
simulated function Plunge ( )
simulated function RotateBarrel ( )
ServerClearTightSpread Source code
function ServerClearTightSpread ( )
function ServerSetTightSpread ( )
simulated function SetTightSpread ( bool bNew, optional bool bForce )
simulated function bool StartFire ( int Mode )
function float SuggestAttackStyle ( )
function Tick ( float dt )
simulated function Tick ( float dt )
simulated function UpdateBarrel ( float dt )
defaultproperties
{
SeekCheckFreq=0.500000
SeekRange=8000.000000
LockRequiredTime=1.250000
UnLockRequiredTime=0.500000
LockAim=0.996000
CrossHairColor=(R=250,A=255)
CrosshairX=16.000000
CrosshairY=16.000000
FireModeClass(0)=Class'XWeapons.RocketFire'
FireModeClass(1)=Class'XWeapons.RocketMultiFire'
SelectAnim="Pickup"
PutDownAnim="PutDown"
IdleAnimRate=0.500000
SelectSound=Sound'WeaponSounds.RocketLauncher.SwitchToRocketLauncher'
SelectForce="SwitchToRocketLauncher"
AIRating=0.780000
CurrentRating=0.780000
Description="The Trident Tri-barrel Rocket Launcher is extremely popular among competitors who enjoy more bang for their buck.|The rotating rear loading barrel design allows for both single- and multi-warhead launches, letting you place up to three dumb fire rockets on target.|The warheads are designed to deliver maximum concussive force to the target and surrounding area upon detonation."
EffectOffset=(X=50.000000,Y=1.000000,Z=10.000000)
DisplayFOV=60.000000
Priority=14
HudColor=(G=0)
SmallViewOffset=(X=12.000000,Y=14.000000,Z=-6.000000)
CenteredOffsetY=-5.000000
CenteredYaw=-500
CustomCrosshair=8
CustomCrossHairColor=(B=0,G=0)
CustomCrossHairTextureName="Crosshairs.Hud.Crosshair_Triad2"
InventoryGroup=8
PickupClass=Class'XWeapons.RocketLauncherPickup'
PlayerViewOffset=(Y=8.000000)
PlayerViewPivot=(Yaw=500,Roll=1000)
BobDamping=1.500000
AttachmentClass=Class'XWeapons.RocketAttachment'
IconMaterial=Texture'HUDContent.Generic.HUD'
IconCoords=(X1=253,Y1=146,X2=333,Y2=181)
ItemName="Rocket Launcher"
Mesh=SkeletalMesh'Weapons.RocketLauncher_1st'
HighDetailOverlay=Combiner'UT2004Weapons.WeaponSpecMap2'
}
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Creation time: Wed 7/2/2007 19:16:14.015 - Created with
UnCodeX