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XWeapons.ZoomSuperShockRifle

Extends
SuperShockRifle
Modifiers
HideDropDown CacheExempt

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- XWeapons.ShockRifle
            |   
            +-- XWeapons.SuperShockRifle
               |   
               +-- XWeapons.ZoomSuperShockRifle

Variables Summary
floatLastFOV
Gfx
ColorArrowColor
floatborderX
floatborderY
ColorChargeColor
ColorFocusColor
floatfocusX
floatfocusY
floatinnerArrowsX
floatinnerArrowsY
ColorNoTargetColor
vectorRechargeOrigin
vectorRechargeSize
ColorTargetColor
floattestX
floattestY
ZoomSuperShockRifle
xEmitterchargeEmitter
boolzoomed
Inherited Variables from XWeapons.ShockRifle
bRegisterTarget, bWaitForCombo, ComboStart, ComboTarget, EffectColor

Functions Summary
function BringUp (optional Weapon PrevWeapon)
function ClientStartFire (int mode)
function ClientStopFire (int mode)
function ClientWeaponThrown ()
function Destroyed ()
function IncrementFlashCount (int Mode)
function PostBeginPlay ()
functionbool PutDown ()
event RenderOverlays (Canvas Canvas)
function SetZoomBlendColor (Canvas c)
functionbool WeaponCentered ()
Inherited Functions from XWeapons.SuperShockRifle
BestMode, CheckOutOfAmmo, ConsumeAmmo, GetAIRating, RangedAttackTime, RenderOverlays, StartFire
Inherited Functions from XWeapons.ShockRifle
BestMode, DoCombo, GetAIRating, GetEffectStart, PostBeginPlay, RangedAttackTime, RenderOverlays, SetComboTarget, StartFire, SuggestAttackStyle, WeaponCentered


Variables Detail

LastFOV Source code

var transient float LastFOV;

Gfx

ArrowColor Source code

var(Gfx) Color ArrowColor;

borderX Source code

var(Gfx) float borderX;

borderY Source code

var(Gfx) float borderY;

ChargeColor Source code

var(Gfx) Color ChargeColor;

FocusColor Source code

var(Gfx) Color FocusColor;

focusX Source code

var(Gfx) float focusX;

focusY Source code

var(Gfx) float focusY;

innerArrowsX Source code

var(Gfx) float innerArrowsX;

innerArrowsY Source code

var(Gfx) float innerArrowsY;

NoTargetColor Source code

var(Gfx) Color NoTargetColor;

RechargeOrigin Source code

var(Gfx) vector RechargeOrigin;

RechargeSize Source code

var(Gfx) vector RechargeSize;

TargetColor Source code

var(Gfx) Color TargetColor;

testX Source code

var(Gfx) float testX;

testY Source code

var(Gfx) float testY;

ZoomSuperShockRifle

chargeEmitter Source code

var(ZoomSuperShockRifle) xEmitter chargeEmitter;

zoomed Source code

var(ZoomSuperShockRifle) bool zoomed;


Functions Detail

BringUp Source code

simulated function BringUp ( optional Weapon PrevWeapon )

ClientStartFire Source code

simulated function ClientStartFire ( int mode )

ClientStopFire Source code

simulated function ClientStopFire ( int mode )

ClientWeaponThrown Source code

simulated function ClientWeaponThrown ( )

Destroyed Source code

simulated function Destroyed ( )

IncrementFlashCount Source code

simulated function IncrementFlashCount ( int Mode )

PostBeginPlay Source code

simulated function PostBeginPlay ( )

PutDown Source code

simulated function bool PutDown ( )

RenderOverlays Source code

simulated event RenderOverlays ( Canvas Canvas )

SetZoomBlendColor Source code

simulated function SetZoomBlendColor ( Canvas c )

WeaponCentered Source code

simulated function bool WeaponCentered ( )


Defaultproperties

defaultproperties
{
     testX=100.000000
     testY=100.000000
     borderX=60.000000
     borderY=60.000000
     focusX=135.000000
     focusY=105.000000
     innerArrowsX=42.000000
     innerArrowsY=42.000000
     ArrowColor=(R=255,A=255)
     TargetColor=(B=255,G=255,R=255,A=255)
     NoTargetColor=(B=200,G=200,R=200,A=255)
     FocusColor=(B=126,G=90,R=71,A=215)
     ChargeColor=(B=255,G=255,R=255,A=255)
     RechargeOrigin=(X=600.000000,Y=330.000000)
     RechargeSize=(X=10.000000,Y=-180.000000)
     FireModeClass(0)=Class'XWeapons.ZoomSuperShockBeamFire'
     FireModeClass(1)=Class'XWeapons.SniperZoom'
     bSniping=True
}

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Creation time: Wed 7/2/2007 19:16:27.296 - Created with UnCodeX