- 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.ShockRifle
Direct Known Subclasses:
SuperShockRifle
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 |
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 bool bBotSpecialMove;
var float TapTime;
ShockRifle
function AltFire ( float Value ) )
function AltFire ( float F )
simulated function AnimEnd ( ) )
BeginState ClientFiring Source code
simulated function BeginState ( ) )
function BeginState ( ) )
ClientAltFire ClientFiring Source code
simulated function bool ClientAltFire ( float Value) )
ClientFire ClientFiring Source code
simulated function bool ClientFire ( float Value) )
simulated function EndState ( ) )
function EndState ( ) )
function Finish ( ) )
function Fire ( float F )
simulated function PlayAltFiring ( ) )
simulated function PlayFiring ( ) )
simulated function PlayIdleAnim ( ) )
function float RateSelf ( out int bUseAltMode ) )
function SpawnEffect (
vector HitLocation,
vector SmokeLocation) )
function Tick ( float DeltaTime) )
function Timer ( ) )
function TraceFire ( float Accuracy ) )
defaultproperties
{
hitdamage=40
WeaponDescription="Classification: Energy Rifle\n\nPrimary Fire: Instant hit laser beam.\n\nSecondary Fire: Large, slow moving plasma balls.\n\nTechniques: Hitting the secondary fire plasma balls with the regular fire's laser beam will cause an immensely powerful explosion."
InstFlash=-0.400000
InstFog=(Z=800.000000)
AmmoName=Class'Botpack.ShockCore'
PickupAmmoCount=20
bInstantHit=True
bAltWarnTarget=True
bSplashDamage=True
FiringSpeed=2.000000
FireOffset=(X=10.000000,Y=-5.000000,Z=-8.000000)
AltProjectileClass=Class'Botpack.ShockProj'
MyDamageType=jolted
AIRating=0.630000
AltRefireRate=0.700000
FireSound=Sound'UnrealShare.ASMD.TazerFire'
AltFireSound=Sound'UnrealShare.ASMD.TazerAltFire'
SelectSound=Sound'UnrealShare.ASMD.TazerSelect'
DeathMessage="%k inflicted mortal damage upon %o with the %w."
NameColor=(R=128,G=0)
AutoSwitchPriority=4
InventoryGroup=4
PickupMessage="You got the ASMD Shock Rifle."
ItemName="Shock Rifle"
PlayerViewOffset=(X=4.400000,Y=-1.700000,Z=-1.600000)
PlayerViewMesh=LodMesh'Botpack.ASMD2M'
PlayerViewScale=2.000000
BobDamping=0.975000
PickupViewMesh=LodMesh'Botpack.ASMD2pick'
ThirdPersonMesh=LodMesh'Botpack.ASMD2hand'
StatusIcon=Texture'Botpack.Icons.UseASMD'
PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
Icon=Texture'Botpack.Icons.UseASMD'
Mesh=LodMesh'Botpack.ASMD2pick'
bNoSmooth=False
CollisionRadius=34.000000
CollisionHeight=8.000000
Mass=50.000000
}
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Creation time: Fr 7.6.2013 13:14:58.360 - Created with
UnCodeX