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Botpack.PulseGun

Extends
TournamentWeapon

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

Variables Summary
floatAngle
floatCount
PBoltPlasmaBeam
PulseGun
soundDownSound
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 AnimEnd ()))
function AnimEnd ()))
ClientAltFiring
function AnimEnd ()))
ClientFiring
function BeginState ()))
NormalFire
function Destroyed ()))
function EndState ()))
AltFiring
function EndState ()))
NormalFire
function PlayAltFiring ()))
function PlayFiring ()))
function PlayIdleAnim ()))
function PlaySpinDown ()))
functionProjectile ProjectileFire (class<projectile> ProjClass, float ProjSpeed, bool bWarn))
NormalFire
functionfloat RateSelf (out int bUseAltMode ))
event RenderOverlays (canvas Canvas ))
event RenderTexture (ScriptedTexture Tex))
function setHand (float Hand))
functionfloat SuggestAttackStyle ()))
function Tick (float DeltaTime))
AltFiring
function Tick (float DeltaTime ))
ClientFiring
function Tick (float DeltaTime ))
NormalFire
function TweenDown ()))
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
EndState, Tick
ClientAltFiring Source code
state ClientAltFiring
AnimEnd
ClientFiring Source code
state ClientFiring
AnimEnd, Tick
Idle Source code
state Idle
NormalFire Source code
state NormalFire
BeginState, EndState, ProjectileFire, Tick


Variables Detail

Angle Source code

var float Angle;

Count Source code

var float Count;

PlasmaBeam Source code

var PBolt PlasmaBeam;

PulseGun

DownSound Source code

var(PulseGun) sound DownSound;


Functions Detail

AltFire Source code

function AltFire ( float Value ) )

AnimEnd Source code

simulated function AnimEnd ( ) )

AnimEnd ClientAltFiring Source code

simulated function AnimEnd ( ) )

AnimEnd ClientFiring Source code

simulated function AnimEnd ( ) )

BeginState NormalFire Source code

function BeginState ( ) )

Destroyed Source code

simulated function Destroyed ( ) )

EndState AltFiring Source code

function EndState ( ) )

EndState NormalFire Source code

function EndState ( ) )

PlayAltFiring Source code

simulated function PlayAltFiring ( ) )

PlayFiring Source code

simulated function PlayFiring ( ) )

PlayIdleAnim Source code

simulated function PlayIdleAnim ( ) )

PlaySpinDown Source code

simulated function PlaySpinDown ( ) )

ProjectileFire NormalFire Source code

function Projectile ProjectileFire ( class<projectile> ProjClass, float ProjSpeed, bool bWarn) )

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) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )

Tick AltFiring Source code

function Tick ( float DeltaTime) )

Tick ClientFiring Source code

simulated function Tick ( float DeltaTime ) )

Tick NormalFire Source code

function Tick ( float DeltaTime ) )

TweenDown Source code

simulated function TweenDown ( ) )


Defaultproperties

defaultproperties
{
     DownSound=Sound'Botpack.PulseGun.PulseDown'
     WeaponDescription="Classification: Plasma Rifle\n\nPrimary Fire: Medium sized, fast moving plasma balls are fired at a fast rate of fire.\n\nSecondary Fire: A bolt of green lightning is expelled for 100 meters, which will shock all opponents.\n\nTechniques: Firing and keeping the secondary fire's lightning on an opponent will melt them in seconds."
     InstFlash=-0.150000
     InstFog=(X=139.000000,Y=218.000000,Z=72.000000)
     AmmoName=Class'Botpack.PAmmo'
     PickupAmmoCount=60
     bRapidFire=True
     FireOffset=(X=15.000000,Y=-15.000000,Z=2.000000)
     ProjectileClass=Class'Botpack.PlasmaSphere'
     AltProjectileClass=Class'Botpack.StarterBolt'
     shakemag=135.000000
     shakevert=8.000000
     AIRating=0.700000
     RefireRate=0.950000
     AltRefireRate=0.990000
     FireSound=Sound'Botpack.PulseGun.PulseFire'
     AltFireSound=Sound'Botpack.PulseGun.PulseBolt'
     SelectSound=Sound'Botpack.PulseGun.PulsePickup'
     MessageNoAmmo=" has no Plasma."
     DeathMessage="%o ate %k's burning plasma death."
     NameColor=(R=128,B=128)
     FlashLength=0.020000
     AutoSwitchPriority=5
     InventoryGroup=5
     PickupMessage="You got a Pulse Gun"
     ItemName="Pulse Gun"
     PlayerViewOffset=(X=1.500000,Z=-2.000000)
     PlayerViewMesh=LodMesh'Botpack.PulseGunR'
     PickupViewMesh=LodMesh'Botpack.PulsePickup'
     ThirdPersonMesh=LodMesh'Botpack.PulseGun3rd'
     ThirdPersonScale=0.400000
     StatusIcon=Texture'Botpack.Icons.UsePulse'
     bMuzzleFlashParticles=True
     MuzzleFlashStyle=STY_Translucent
     MuzzleFlashMesh=LodMesh'Botpack.muzzPF3'
     MuzzleFlashScale=0.400000
     MuzzleFlashTexture=Texture'Botpack.Skins.MuzzyPulse'
     PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
     Icon=Texture'Botpack.Icons.UsePulse'
     Mesh=LodMesh'Botpack.PulsePickup'
     bNoSmooth=False
     SoundRadius=64
     SoundVolume=255
     CollisionRadius=32.000000
}

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Creation time: Fr 7.6.2013 13:14:48.422 - Created with UnCodeX