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Botpack.Minigun2

Extends
TournamentWeapon

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- Botpack.TournamentWeapon
            |   
            +-- Botpack.Minigun2

Variables Summary
boolbFiredShot
boolbOutOfAmmo
intCount
floatLastShellSpawn
floatShotAccuracy
Minigun2
textureMuzzleFlashVariations[10]
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
function AltFire (float Value ))
function AltFire (float F))
FinishFire
function AnimEnd ()))
AltFiring
function AnimEnd ()))
ClientAltFiring
function AnimEnd ()))
ClientFinish
function AnimEnd ()))
ClientFiring
function AnimEnd ()))
NormalFire
function BeginState ()))
AltFiring
function BeginState ()))
ClientAltFiring
function BeginState ()))
ClientFinish
function BeginState ()))
ClientFiring
function BeginState ()))
FinishFire
function BeginState ()))
NormalFire
functionbool ClientAltFire (float Value))
ClientFinish
functionbool ClientFire (float Value))
ClientFinish
function EndState ()))
AltFiring
function EndState ()))
ClientAltFiring
function EndState ()))
ClientFinish
function EndState ()))
ClientFiring
function EndState ()))
NormalFire
function Fire (float Value ))
function Fire (float F))
FinishFire
function ForceAltFire ()))
FinishFire
function ForceFire ()))
FinishFire
function GenerateBullet ()))
function PlayAltFiring ()))
function PlayFiring ()))
function PlayUnwind ()))
function ProcessTraceHit (Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z))
functionfloat RateSelf (out int bUseAltMode ))
event RenderOverlays (canvas Canvas ))
event RenderTexture (ScriptedTexture Tex))
function setHand (float Hand))
function Tick (float DeltaTime ))
AltFiring
function Tick (float DeltaTime ))
NormalFire
function 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
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

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

bFiredShot Source code

var bool bFiredShot;

bOutOfAmmo Source code

var bool bOutOfAmmo;

Count Source code

var int Count;

LastShellSpawn Source code

var float LastShellSpawn;

ShotAccuracy Source code

var float ShotAccuracy;

Minigun2

MuzzleFlashVariations[10] Source code

var(Minigun2) texture MuzzleFlashVariations[10];


Functions Detail

AltFire Source code

function AltFire ( float Value ) )

AltFire FinishFire Source code

function AltFire ( float F) )

AnimEnd AltFiring Source code

function AnimEnd ( ) )

AnimEnd ClientAltFiring Source code

simulated function AnimEnd ( ) )

AnimEnd ClientFinish Source code

simulated function AnimEnd ( ) )

AnimEnd ClientFiring Source code

simulated function AnimEnd ( ) )

AnimEnd NormalFire Source code

function AnimEnd ( ) )

BeginState AltFiring Source code

function BeginState ( ) )

BeginState ClientAltFiring Source code

simulated function BeginState ( ) )

BeginState ClientFinish Source code

simulated function BeginState ( ) )

BeginState ClientFiring Source code

simulated function BeginState ( ) )

BeginState FinishFire Source code

function BeginState ( ) )

BeginState NormalFire Source code

function BeginState ( ) )

ClientAltFire ClientFinish Source code

simulated function bool ClientAltFire ( float Value) )

ClientFire ClientFinish Source code

simulated function bool ClientFire ( float Value) )

EndState AltFiring Source code

function EndState ( ) )

EndState ClientAltFiring Source code

simulated function EndState ( ) )

EndState ClientFinish Source code

simulated function EndState ( ) )

EndState ClientFiring Source code

simulated function EndState ( ) )

EndState NormalFire Source code

function EndState ( ) )

Fire Source code

function Fire ( float Value ) )

Fire FinishFire Source code

function Fire ( float F) )

ForceAltFire FinishFire Source code

function ForceAltFire ( ) )

ForceFire FinishFire Source code

function ForceFire ( ) )

GenerateBullet Source code

function GenerateBullet ( ) )

PlayAltFiring Source code

simulated function PlayAltFiring ( ) )

PlayFiring Source code

simulated function PlayFiring ( ) )

PlayUnwind Source code

simulated function PlayUnwind ( ) )

ProcessTraceHit Source code

function ProcessTraceHit ( Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z) )

RateSelf Source code

function float RateSelf ( out int bUseAltMode ) )

RenderOverlays Source code

simulated event RenderOverlays ( canvas Canvas ) )

RenderTexture Source code

simulated event RenderTexture ( ScriptedTexture Tex) )

setHand Source code

function setHand ( float Hand) )

Tick AltFiring Source code

function Tick ( float DeltaTime ) )

Tick NormalFire Source code

function Tick ( float DeltaTime ) )

TraceFire Source code

function TraceFire ( float Accuracy ) )


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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Creation time: Fr 7.6.2013 13:14:38.578 - Created with UnCodeX