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UTGameContent.UTWeap_ShockRifle

Extends
UTWeap_ShockRifleBase

Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- UDKBase.UDKWeapon
            |   
            +-- UTGame.UTWeapon
               |   
               +-- UTGame.UTWeap_ShockRifleBase
                  |   
                  +-- UTGameContent.UTWeap_ShockRifle

Variables Summary
boolbRegisterTarget
boolbWaitForCombo
boolbWasACombo
vectorComboStart
UTProj_ShockBallComboTarget
intCurrentPath
Inherited Variables from UTGame.UTWeapon
AimError, AimingHelpRadius[2], AmmoDisplayType, AmmoPickupClass, ArmFireAnim, ArmIdleAnims, ArmsAnimSet, ArmsEquipAnim, ArmsPutDownAnim, AttachmentClass, bAllowFiringWithoutController, bExportMenuData, bFastRepeater, bForceHidden, bHasLocationSpeech, bLockedAimWhileFiring, bMuzzleFlashAttached, bMuzzleFlashPSCLoops, bNeverForwardPendingFire, BobDamping, bPendingShow, bRecommendSplashDamage, bShowAltMuzzlePSCWhenWeaponHidden, bSmallWeapons, bSniping, bSplashJump, bSuperWeapon, bSuppressSounds, bTargetAdhesionEnabled, bTargetFrictionEnabled, bUseCustomCoordinates, bUsesOffhand, bUsingAimingHelp, bWasLocked, bZoomedFireMode, CrosshairColor, CrossHairCoordinates, CrosshairImage, CrosshairScaling, CurrentLockedScale, CurrentRating, CustomCrosshairCoordinates, DroppedPickupOffsetZ, EffectSockets, FinalLockedScale, FireCameraAnim, GroupWeight, HiddenWeaponsOffset, IconCoordinates, IconHeight, IconWidth, IconX, IconY, InventoryGroup, InventoryWeight, JumpDamping, LastHitEnemyTime, LastRotation, LastRotUpdate, LocationSpeech, LockedCrossHairCoordinates, LockedScaleTime, LockedStartTime, LockerAmmoCount, LockerOffset, LockerRotation, MaxAmmoCount, MaxPitchLag, MaxYawLag, MinReloadPct, MuzzleFlashAltPSCTemplate, MuzzleFlashColor, MuzzleFlashDuration, MuzzleFlashLight, MuzzleFlashLightClass, MuzzleFlashPSC, MuzzleFlashPSCTemplate, MuzzleFlashSocket, NeedToPickUpAnnouncement, OldLeadMag[2], OldMaxDiff[2], OldRotDiff[2], PivotTranslation, PlayerViewOffset, ProjectileSpawnOffset, ReturnChgSpeed, RotChgSpeed, ShotCost, SimpleCrossHairCoordinates, SmallWeaponsOffset, StartLockedScale, SwitchAbortTime, TargetAdhesionAimDistY, TargetAdhesionAimDistZ, TargetAdhesionDistanceMax, TargetAdhesionPlayerVelocityMin, TargetAdhesionScaleAmountMin, TargetAdhesionScaleRange, TargetAdhesionTargetVelocityMin, TargetAdhesionTimeMax, TargetAdhesionZoomedBoostValue, TargetFrictionDistanceCurve, TargetFrictionDistanceMax, TargetFrictionDistanceMin, TargetFrictionDistancePeak, TargetFrictionMultiplierRange, TargetFrictionOffset, TargetFrictionPeakHeightScale, TargetFrictionPeakRadiusScale, TargetFrictionZoomedBoostValue, UseHintString, WeaponCanvasXPct, WeaponCanvasYPct, WeaponColor, WeaponEquipAnim, WeaponEquipSnd, WeaponFireAnim, WeaponFireSnd, WeaponFireWaveForm, WeaponIdleAnims, WeaponPutDownAnim, WeaponPutDownSnd, WideScreenOffsetScaling, WidescreenRotationOffset, ZoomedFireModeNum, ZoomedRate, ZoomedTargetFOV, ZoomedTurnSpeedScalePct, ZoomFadeTime, ZoomInSound, ZoomOutSound

Enumerations Summary
Inherited Enumerations from UTGame.UTWeapon
AmmoWidgetDisplayStyle, EZoomState

Functions Summary
functionbyte BestMode ()))
functionImpactInfo CalcWeaponFire (vector StartTrace, vector EndTrace, optional out array<ImpactInfo> ImpactList, optional vector Extent))
function ClearCombo ()))
function DoCombo ()))
functionrotator GetAdjustedAim (vector StartFireLoc ))
functionfloat GetAIRating ()))
functionvector InstantFireStartTrace ()))
function PlayFireEffects (byte FireModeNum, optional vector HitLocation ))
functionProjectile ProjectileFire ()))
functionfloat RangedAttackTime ()))
event RefireCheckTimer ()))
WeaponFiring
function SetComboTarget (UTProj_ShockBall S))
function SetFlashLocation (vector HitLocation ))
function SetMuzzleFlashParams (ParticleSystemComponent PSC))
function StartFire (byte FireModeNum))
functionfloat SuggestAttackStyle ()))
Inherited Functions from UTGame.UTWeapon
Activate, ActiveRenderOverlays, AddAmmo, AdjustPlayerDamage, AdjustWeaponTimingForConsole, AllowSwitchTo, AmmoMaxed, AttachMuzzleFlash, AttachWeaponTo, BeginFire, BeginState, BestMode, BotDesireability, bReadyToFire, CalcInventoryWeight, CanAttack, CanHeal, CanThrow, CanViewAccelerationWhenFiring, CauseMuzzleFlash, CauseMuzzleFlashLight, ChangeVisibility, CheckZoom, ClientEndFire, ClientWeaponSet, ClientWeaponThrown, ConsumeAmmo, CoversScreenSpace, CreateOverlayMesh, DenyClientWeaponSet, DenyPickupQuery, DesireAmmo, Destroyed, DetachMuzzleFlash, DetachWeapon, DetourWeight, DisplayDebug, DrawKillIcon, DrawLockedOn, DrawWeaponCrosshair, DropFrom, EnableFriendlyWarningCrosshair, EndFire, EndState, EndZoom, FireAmmunition, FireOnRelease, FiringPutDownWeapon, FocusOnLeader, GetAmmoCount, GetArmAnimNodeSeq, GetDamageRadius, GetEffectLocation, GetEquipTime, GetFireInterval, GetHand, GetOptimalRangeFor, GetPhysicalFireStartLoc, GetPowerPerc, GetViewAxes, GetWeaponRating, GetZoomedState, HasAmmo, HasAnyAmmo, HolderEnteredVehicle, InstantAimHelp, InstantFire, InstantFireEndTrace, InstantFireStartTrace, IsFullyCharged, LagRot, Loaded, MuzzleFlashTimer, NeedAmmo, OnAnimEnd, PerformWeaponChange, PlayArmAnimation, PlayFireEffects, PlayFiringSound, PlayWeaponAnimation, PlayWeaponEquip, PlayWeaponPutDown, PostBeginPlay, PreloadTextures, ProcessInstantHit, ProjectileFire, RangedAttackTime, ReadyToFire, RecommendLongRangedAttack, RecommendRangedAttack, RefireCheckTimer, RelativeStrengthVersus, ReplicatedEvent, SendToFiringState, ServerReselectWeapon, ServerStartFire, SetMuzzleFlashParams, SetPosition, SetSkin, SetupArmsAnim, SetWeaponOverlayFlags, ShakeView, ShouldFireWithoutTarget, ShouldLagRot, ShouldSwitchTo, SplashJump, StartZoom, StillFiring, StopFireEffects, StopMuzzleFlash, SuggestAttackStyle, SuggestDefenseStyle, ThrottleLook, TimeWeaponEquipping, TimeWeaponPutDown, TryPutDown, WeaponCalcCamera, WeaponEmpty, WeaponEquipAborted, WeaponPlaySound

States Summary
WeaponFiring Source code
simulated state WeaponFiring
RefireCheckTimer


Variables Detail

bRegisterTarget Source code

var bool bRegisterTarget;

bWaitForCombo Source code

var bool bWaitForCombo;

bWasACombo Source code

var bool bWasACombo;

ComboStart Source code

var vector ComboStart;

ComboTarget Source code

var UTProj_ShockBall ComboTarget;

CurrentPath Source code

var int CurrentPath;


Functions Detail

BestMode Source code

function byte BestMode ( ) )

CalcWeaponFire Source code

simulated function ImpactInfo CalcWeaponFire ( vector StartTrace, vector EndTrace, optional out array<ImpactInfo> ImpactList, optional vector Extent) )

ClearCombo Source code

function ClearCombo ( ) )

DoCombo Source code

function DoCombo ( ) )

GetAdjustedAim Source code

simulated function rotator GetAdjustedAim ( vector StartFireLoc ) )

GetAIRating Source code

function float GetAIRating ( ) )

InstantFireStartTrace Source code

simulated function vector InstantFireStartTrace ( ) )
Overriden to use GetPhysicalFireStartLoc() instead of Instigator.GetWeaponStartTraceLocation()
@returns position of trace start for instantfire()

PlayFireEffects Source code

simulated function PlayFireEffects ( byte FireModeNum, optional vector HitLocation ) )

ProjectileFire Source code

simulated function Projectile ProjectileFire ( ) )

RangedAttackTime Source code

function float RangedAttackTime ( ) )

RefireCheckTimer WeaponFiring Source code

simulated event RefireCheckTimer ( ) )
Called when the weapon is done firing, handles what to do next.

SetComboTarget Source code

function SetComboTarget ( UTProj_ShockBall S) )

SetFlashLocation Source code

function SetFlashLocation ( vector HitLocation ) )

SetMuzzleFlashParams Source code

simulated function SetMuzzleFlashParams ( ParticleSystemComponent PSC) )

StartFire Source code

simulated function StartFire ( byte FireModeNum) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )


Defaultproperties

defaultproperties
{
	
	Begin Object class=AnimNodeSequence Name=MeshSequenceA
	End Object

	
	Begin Object Name=FirstPersonMesh
		SkeletalMesh=SkeletalMesh'WP_ShockRifle.Mesh.SK_WP_ShockRifle_1P'
		AnimSets(0)=AnimSet'WP_ShockRifle.Anim.K_WP_ShockRifle_1P_Base'
		Animations=MeshSequenceA
		Rotation=(Yaw=-16384)
		FOV=60.0
	End Object

	AttachmentClass=class'UTGameContent.UTAttachment_ShockRifle'

	Begin Object Name=PickupMesh
		SkeletalMesh=SkeletalMesh'WP_ShockRifle.Mesh.SK_WP_ShockRifle_3P'
	End Object

	InstantHitMomentum(0)=+60000.0

	WeaponFireTypes(0)=EWFT_InstantHit
	WeaponFireTypes(1)=EWFT_Projectile
	WeaponProjectiles(1)=class'UTProj_ShockBall'

	InstantHitDamage(0)=45
	FireInterval(0)=+0.77
	FireInterval(1)=+0.6
	InstantHitDamageTypes(0)=class'UTDmgType_ShockPrimary'
	InstantHitDamageTypes(1)=None

	WeaponFireSnd[0]=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_FireCue'
	WeaponFireSnd[1]=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_AltFireCue'
	WeaponEquipSnd=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_RaiseCue'
	WeaponPutDownSnd=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_LowerCue'
	PickupSound=SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Shock_Cue'

	MaxDesireability=0.65
	AIRating=0.65
	CurrentRating=0.65
	bInstantHit=true
	bSplashJump=false
	bRecommendSplashDamage=false
	bSniping=true
	ShouldFireOnRelease(0)=0
	ShouldFireOnRelease(1)=1

	ShotCost(0)=1
	ShotCost(1)=1

	FireOffset=(X=20,Y=5)
	PlayerViewOffset=(X=17,Y=10.0,Z=-8.0)

	AmmoCount=20
	LockerAmmoCount=20
	MaxAmmoCount=40

	FireCameraAnim(1)=CameraAnim'Camera_FX.ShockRifle.C_WP_ShockRifle_Alt_Fire_Shake'

	WeaponFireAnim(1)=WeaponAltFire

	MuzzleFlashSocket=MF
	MuzzleFlashPSCTemplate=WP_ShockRifle.Particles.P_ShockRifle_MF_Alt
	MuzzleFlashAltPSCTemplate=WP_ShockRifle.Particles.P_ShockRifle_MF_Alt
	MuzzleFlashColor=(R=200,G=120,B=255,A=255)
	MuzzleFlashDuration=0.33
	MuzzleFlashLightClass=class'UTGame.UTShockMuzzleFlashLight'
	CrossHairCoordinates=(U=256,V=0,UL=64,VL=64)
	LockerRotation=(Pitch=32768,Roll=16384)

	IconCoordinates=(U=728,V=382,UL=162,VL=45)

	WeaponColor=(R=160,G=0,B=255,A=255)

	InventoryGroup=4
	GroupWeight=0.5

	IconX=400
	IconY=129
	IconWidth=22
	IconHeight=48

	Begin Object Class=ForceFeedbackWaveform Name=ForceFeedbackWaveformShooting1
		Samples(0)=(LeftAmplitude=90,RightAmplitude=40,LeftFunction=WF_Constant,RightFunction=WF_LinearDecreasing,Duration=0.1200)
	End Object
	WeaponFireWaveForm=ForceFeedbackWaveformShooting1
}

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Creation time: ti 22-3-2011 19:57:02.056 - Created with UnCodeX