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Core.Object | +-- Engine.Actor | +-- Engine.Inventory | +-- Engine.Weapon | +-- Botpack.TournamentWeapon | +-- Botpack.Minigun2
Variables Summary | |
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bool | bFiredShot |
bool | bOutOfAmmo |
int | Count |
float | LastShellSpawn |
float | ShotAccuracy |
Minigun2 | |
texture | MuzzleFlashVariations[10] |
Inherited Variables from Botpack.TournamentWeapon |
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Affector, AltFireTime, bCanClientFire, bForceAltFire, bForceFire, FireAdjust, FireStartTime, FireTime, InstFlash, InstFog, WeaponDescription |
Functions Summary | ||
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AltFire (float Value )) | ||
AltFire (float F)) FinishFire | ||
AnimEnd ())) AltFiring | ||
AnimEnd ())) ClientAltFiring | ||
AnimEnd ())) ClientFinish | ||
AnimEnd ())) ClientFiring | ||
AnimEnd ())) NormalFire | ||
BeginState ())) AltFiring | ||
BeginState ())) ClientAltFiring | ||
BeginState ())) ClientFinish | ||
BeginState ())) ClientFiring | ||
BeginState ())) FinishFire | ||
BeginState ())) NormalFire | ||
bool | ClientAltFire (float Value)) ClientFinish | |
bool | ClientFire (float Value)) ClientFinish | |
EndState ())) AltFiring | ||
EndState ())) ClientAltFiring | ||
EndState ())) ClientFinish | ||
EndState ())) ClientFiring | ||
EndState ())) NormalFire | ||
Fire (float Value )) | ||
Fire (float F)) FinishFire | ||
ForceAltFire ())) FinishFire | ||
ForceFire ())) FinishFire | ||
GenerateBullet ())) | ||
PlayAltFiring ())) | ||
PlayFiring ())) | ||
PlayUnwind ())) | ||
ProcessTraceHit (Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z)) | ||
float | RateSelf (out int bUseAltMode )) | |
RenderOverlays (canvas Canvas )) | ||
RenderTexture (ScriptedTexture Tex)) | ||
setHand (float Hand)) | ||
Tick (float DeltaTime )) AltFiring | ||
Tick (float DeltaTime )) NormalFire | ||
TraceFire (float Accuracy )) |
Inherited Functions from Botpack.TournamentWeapon |
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AltFire, AnimEnd, BecomeItem, BeginState, ClientAltFire, ClientFire, ClientPutDown, DropFrom, EndState, Finish, Fire, ForceAltFire, ForceClientAltFire, ForceClientFire, ForceFire, HandlePickupQuery, Landed, PlayIdleAnim, PlayPostSelect, PlaySelect, SetWeaponStay, Tick, TweenDown, TweenToStill |
States Summary |
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AltFiring Source code |
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state AltFiring |
AnimEnd, BeginState, EndState, Tick |
ClientAltFiring Source code |
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state ClientAltFiring |
AnimEnd, BeginState, EndState |
ClientFinish Source code |
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state ClientFinish |
AnimEnd, BeginState, ClientAltFire, ClientFire, EndState |
ClientFiring Source code |
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state ClientFiring |
AnimEnd, BeginState, EndState |
FinishFire Source code |
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state FinishFire |
AltFire, BeginState, Fire, ForceAltFire, ForceFire |
Idle Source code |
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state Idle |
NormalFire Source code |
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state NormalFire |
AnimEnd, BeginState, EndState, Tick |
Variables Detail |
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Functions Detail |
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Defaultproperties |
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defaultproperties { MuzzleFlashVariations(0)=Texture'Botpack.Skins.Muz1' MuzzleFlashVariations(1)=Texture'Botpack.Skins.Muz2' MuzzleFlashVariations(2)=Texture'Botpack.Skins.Muz3' MuzzleFlashVariations(3)=Texture'Botpack.Skins.Muz4' MuzzleFlashVariations(4)=Texture'Botpack.Skins.Muz5' MuzzleFlashVariations(5)=Texture'Botpack.Skins.Muz6' MuzzleFlashVariations(6)=Texture'Botpack.Skins.Muz7' MuzzleFlashVariations(7)=Texture'Botpack.Skins.Muz8' MuzzleFlashVariations(8)=Texture'Botpack.Skins.Muz9' MuzzleFlashVariations(9)=Texture'Botpack.Skins.Muz9' WeaponDescription="Classification: Gatling Gun\n\nPrimary Fire: Bullets are sprayed forth at a medium to fast rate of fire and good accuracy.\n\nSecondary Fire: Minigun fires twice as fast and is half as accurate.\n\nTechniques: Secondary fire is much more useful at close range, but can eat up tons of ammunition." AmmoName=Class'Botpack.Miniammo' PickupAmmoCount=50 bInstantHit=True bAltInstantHit=True bRapidFire=True FireOffset=(X=8.000000,Y=-5.000000,Z=-4.000000) MyDamageType=shot shakemag=135.000000 shakevert=8.000000 AIRating=0.730000 RefireRate=0.990000 AltRefireRate=0.990000 FireSound=Sound'Botpack.minigun2.M2RegFire' AltFireSound=Sound'Botpack.minigun2.M2AltFire' SelectSound=Sound'UnrealI.Minigun.MiniSelect' Misc1Sound=Sound'Botpack.minigun2.M2WindDown' DeathMessage="%k's %w turned %o into a leaky piece of meat." NameColor=(B=0) bDrawMuzzleFlash=True MuzzleScale=2.000000 FlashY=0.180000 FlashO=0.022000 FlashC=0.006000 FlashLength=0.200000 FlashS=128 MFTexture=Texture'Botpack.Skins.Muz9' AutoSwitchPriority=7 InventoryGroup=7 PickupMessage="You got the Minigun." ItemName="Minigun" PlayerViewOffset=(X=2.100000,Y=-0.350000,Z=-1.700000) PlayerViewMesh=LodMesh'Botpack.Minigun2m' BobDamping=0.975000 PickupViewMesh=LodMesh'Botpack.MinigunPick' ThirdPersonMesh=LodMesh'Botpack.MiniHand' StatusIcon=Texture'Botpack.Icons.UseMini' bMuzzleFlashParticles=True MuzzleFlashStyle=STY_Translucent MuzzleFlashMesh=LodMesh'Botpack.MuzzFlash3' MuzzleFlashScale=0.250000 MuzzleFlashTexture=Texture'Botpack.Skins.Muzzy' PickupSound=Sound'UnrealShare.Pickups.WeaponPickup' Icon=Texture'Botpack.Icons.UseMini' Mesh=LodMesh'Botpack.MinigunPick' bNoSmooth=False SoundRadius=96 SoundVolume=255 CollisionRadius=34.000000 CollisionHeight=8.000000 LightEffect=LE_NonIncidence LightBrightness=255 LightHue=28 LightSaturation=32 LightRadius=6 } |
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