- Extends
- TournamentWeapon
Core.Object
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+-- Engine.Actor
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+-- Engine.Inventory
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+-- Engine.Weapon
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+-- Botpack.TournamentWeapon
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+-- Botpack.ImpactHammer
Inherited Variables from Botpack.TournamentWeapon |
Affector, AltFireTime, bCanClientFire, bForceAltFire, bForceFire, FireAdjust, FireStartTime, FireTime, InstFlash, InstFog, WeaponDescription |
Inherited Variables from Engine.Weapon |
AdjustedAim, AimError, AIRating, AltDamageType, AltFireSound, AltProjectileClass, AltProjectileSpeed, AltRefireRate, AmmoName, AmmoType, bAltInstantHit, bAltWarnTarget, bCanThrow, bChangeWeapon, bDrawMuzzleFlash, bHideWeapon, bInstantHit, bLockedOn, bMeleeWeapon, bMuzzleFlash, bOwnsCrosshair, bPointing, bRapidFire, bRecommendAltSplashDamage, bRecommendSplashDamage, bSetFlashTime, bSpecialIcon, bSplashDamage, bWarnTarget, bWeaponStay, bWeaponUp, CockingSound, DeathMessage, FireOffset, FireSound, FiringSpeed, FlareOffset, FlashC, FlashLength, FlashO, FlashS, FlashTime, FlashY, MaxTargetRange, MessageNoAmmo, MFTexture, Misc1Sound, Misc2Sound, Misc3Sound, MuzzleFlare, MuzzleScale, MyDamageType, NameColor, PickupAmmoCount, ProjectileClass, ProjectileSpeed, RefireRate, ReloadCount, SelectSound, ShakeMag, ShakeTime, ShakeVert |
Functions Summary |
 | | AltFire (float Value ))
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 | | AltFire (float F)) FireBlast |
 | | AltFire (float F)) Firing |
 | | AnimEnd ())) ClientFireBlast |
 | | AnimEnd ())) ClientFiring |
 | | BeginState ())) Firing |
 | bool | ClientAltFire (float Value)) ClientFireBlast |
 | bool | ClientFire (float Value ))
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 | bool | ClientFire (float Value)) ClientFireBlast |
 | | ClientWeaponEvent (name EventType))
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 | | EndState ())) Firing |
 | | Fire (float Value ))
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 | | Fire (float F)) FireBlast |
 | | PlayAltFiring ()))
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 | | PlayFiring ()))
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 | | PlayIdleAnim ()))
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 | | PlayPostSelect ()))
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 | | ProcessAltTraceHit (Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z))
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 | | ProcessTraceHit (Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z))
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 | float | RateSelf (out int bUseAltMode ))
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 | float | SuggestAttackStyle ()))
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 | float | SuggestDefenseStyle ()))
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 | | Tick (float DeltaTime )) Firing |
 | | TraceAltFire ()))
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 | | TraceFire (float accuracy))
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Inherited Functions from Botpack.TournamentWeapon |
AltFire, AnimEnd, BecomeItem, BeginState, ClientAltFire, ClientFire, ClientPutDown, DropFrom, EndState, Finish, Fire, ForceAltFire, ForceClientAltFire, ForceClientFire, ForceFire, HandlePickupQuery, Landed, PlayIdleAnim, PlayPostSelect, PlaySelect, SetWeaponStay, Tick, TweenDown, TweenToStill |
Inherited Functions from Engine.Weapon |
AltFire, AnimEnd, BecomePickup, BeginState, BotDesireability, BringUp, CheckVisibility, ClientAltFire, ClientFire, ClientPutDown, ClientWeaponEvent, Destroyed, DropFrom, Finish, Fire, ForceAltFire, ForceFire, GiveAmmo, HandlePickupQuery, PlayAltFiring, PlayFiring, PlayIdleAnim, PlayPostSelect, PlaySelect, PostBeginPlay, PostRender, PreRender, ProcessTraceHit, ProjectileFire, PutDown, RaiseUp, RateSelf, RecommendWeapon, RenderOverlays, setHand, SetSwitchPriority, SetWeaponStay, SpawnCopy, SplashJump, SuggestAttackStyle, SuggestDefenseStyle, SwitchPriority, TraceFire, TravelPostAccept, TweenDown, TweenSelect, TweenToStill, WeaponChange, WeaponSet |
var float ChargeSize;
var float Count;
ImpactHammer
function AltFire ( float Value ) )
function AltFire ( float F) )
function AltFire ( float F) )
AnimEnd ClientFireBlast Source code
simulated function AnimEnd ( ) )
simulated function AnimEnd ( ) )
function BeginState ( ) )
ClientAltFire ClientFireBlast Source code
simulated function bool ClientAltFire ( float Value) )
simulated function bool ClientFire ( float Value ) )
ClientFire ClientFireBlast Source code
simulated function bool ClientFire ( float Value) )
simulated function ClientWeaponEvent ( name EventType) )
function EndState ( ) )
function Fire ( float Value ) )
function Fire ( float F) )
simulated function PlayAltFiring ( ) )
simulated function PlayFiring ( ) )
simulated function PlayIdleAnim ( ) )
simulated function PlayPostSelect ( ) )
function float RateSelf ( out int bUseAltMode ) )
function float SuggestAttackStyle ( ) )
function float SuggestDefenseStyle ( ) )
function Tick ( float DeltaTime ) )
function TraceAltFire ( ) )
function TraceFire ( float accuracy) )
defaultproperties
{
AltFireSound=Sound'Botpack.ASMD.ImpactFire'
TensionSound=Sound'Botpack.ASMD.ImpactLoop'
WeaponDescription="Classification: Melee Piston\n\nPrimary Fire: When trigger is held down, touch opponents with this piston to inflict massive damage.\n\nSecondary Fire: Damages opponents at close range and has the ability to deflect projectiles.\n\nTechniques: Shoot at the ground while jumping to jump extra high."
InstFog=(X=475.000000,Y=325.000000,Z=145.000000)
bMeleeWeapon=True
bRapidFire=True
MyDamageType=impact
RefireRate=1.000000
AltRefireRate=1.000000
FireSound=Sound'Botpack.ASMD.ImpactAltFireRelease'
SelectSound=Sound'Botpack.ASMD.ImpactPickup'
Misc1Sound=Sound'Botpack.ASMD.ImpactAltFireStart'
DeathMessage="%o got smeared by %k's piston."
NameColor=(G=192,B=0)
PickupMessage="You got the Impact Hammer."
ItemName="Impact Hammer"
PlayerViewOffset=(X=3.800000,Y=-1.600000,Z=-1.800000)
PlayerViewMesh=LodMesh'Botpack.ImpactHammer'
PickupViewMesh=LodMesh'Botpack.ImpPick'
ThirdPersonMesh=LodMesh'Botpack.ImpactHandm'
StatusIcon=Texture'Botpack.Icons.UseHammer'
PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
Icon=Texture'Botpack.Icons.UseHammer'
Mesh=LodMesh'Botpack.ImpPick'
bNoSmooth=False
SoundRadius=50
SoundVolume=200
}
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Creation time: Fr 7.6.2013 13:14:37.174 - Created with
UnCodeX