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Core.Object
|
+-- Engine.Actor
|
+-- Engine.Inventory
|
+-- Engine.Weapon
|
+-- Botpack.TournamentWeapon
|
+-- Botpack.Minigun2
| Variables Summary | |
|---|---|
| bool | bFiredShot |
| bool | bOutOfAmmo |
| int | Count |
| float | LastShellSpawn |
| float | ShotAccuracy |
| Minigun2 | |
| texture | MuzzleFlashVariations[10] |
| Inherited Variables from Botpack.TournamentWeapon |
|---|
| Affector, AltFireTime, bCanClientFire, bForceAltFire, bForceFire, FireAdjust, FireStartTime, FireTime, InstFlash, InstFog, WeaponDescription |
| Functions Summary | ||
|---|---|---|
![]() | 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 |
|---|
| 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 |
|---|
| AltFiring Source code |
|---|
|
state AltFiring |
| AnimEnd, BeginState, EndState, Tick |
| ClientAltFiring Source code |
|---|
|
state ClientAltFiring |
| AnimEnd, BeginState, EndState |
| ClientFinish Source code |
|---|
|
state ClientFinish |
| AnimEnd, BeginState, ClientAltFire, ClientFire, EndState |
| ClientFiring Source code |
|---|
|
state ClientFiring |
| AnimEnd, BeginState, EndState |
| FinishFire Source code |
|---|
|
state FinishFire |
| AltFire, BeginState, Fire, ForceAltFire, ForceFire |
| Idle Source code |
|---|
|
state Idle |
| NormalFire Source code |
|---|
|
state NormalFire |
| AnimEnd, BeginState, EndState, Tick |
| Variables Detail |
|---|
| Functions Detail |
|---|
AltFire Source code
AltFire FinishFire Source code
AnimEnd AltFiring Source code
AnimEnd ClientAltFiring Source code
AnimEnd ClientFinish Source code
AnimEnd ClientFiring Source code
AnimEnd NormalFire Source code
BeginState AltFiring Source code
BeginState ClientAltFiring Source code
BeginState ClientFinish Source code
BeginState ClientFiring Source code
BeginState FinishFire Source code
BeginState NormalFire Source code
ClientAltFire ClientFinish Source code
ClientFire ClientFinish Source code
EndState AltFiring Source code
EndState ClientAltFiring Source code
EndState ClientFinish Source code
EndState ClientFiring Source code
EndState NormalFire Source code
Fire Source code
Fire FinishFire Source code
ForceAltFire FinishFire Source code
ForceFire FinishFire Source code
GenerateBullet Source code
PlayAltFiring Source code
PlayFiring Source code
PlayUnwind Source code
ProcessTraceHit Source code
RateSelf Source code
RenderOverlays Source code
RenderTexture Source code
setHand Source code
Tick AltFiring Source code
Tick NormalFire Source code
TraceFire Source code| Defaultproperties |
|---|
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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