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Botpack.ShockRifle

Extends
TournamentWeapon

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

Direct Known Subclasses:

SuperShockRifle

Variables Summary
boolbBotSpecialMove
floatTapTime
ProjectileTracked
ShockRifle
intHitDamage
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)
ComboMove
function AnimEnd ()))
ClientFiring
function BeginState ()))
ClientFiring
function BeginState ()))
Idle
functionbool ClientAltFire (float Value))
ClientFiring
functionbool ClientFire (float Value))
ClientFiring
function EndState ()))
ClientFiring
function EndState ()))
Idle
function Finish ()))
function Fire (float F)
ComboMove
function PlayAltFiring ()))
function PlayFiring ()))
function PlayIdleAnim ()))
function ProcessTraceHit (Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z))
functionProjectile ProjectileFire (class<projectile> ProjClass, float ProjSpeed, bool bWarn))
functionfloat RateSelf (out int bUseAltMode ))
function SpawnEffect (vector HitLocation, vector SmokeLocation))
function Tick (float DeltaTime))
ComboMove
function Timer ()))
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
ClientFiring Source code
state ClientFiring
AnimEnd, BeginState, ClientAltFire, ClientFire, EndState
ComboMove Source code
state ComboMove
AltFire, Fire, Tick
Idle Source code
state Idle
BeginState, EndState


Variables Detail

bBotSpecialMove Source code

var bool bBotSpecialMove;

TapTime Source code

var float TapTime;

Tracked Source code

var Projectile Tracked;

ShockRifle

HitDamage Source code

var(ShockRifle) int HitDamage;


Functions Detail

AltFire Source code

function AltFire ( float Value ) )

AltFire ComboMove Source code

function AltFire ( float F )

AnimEnd ClientFiring Source code

simulated function AnimEnd ( ) )

BeginState ClientFiring Source code

simulated function BeginState ( ) )

BeginState Idle Source code

function BeginState ( ) )

ClientAltFire ClientFiring Source code

simulated function bool ClientAltFire ( float Value) )

ClientFire ClientFiring Source code

simulated function bool ClientFire ( float Value) )

EndState ClientFiring Source code

simulated function EndState ( ) )

EndState Idle Source code

function EndState ( ) )

Finish Source code

function Finish ( ) )

Fire ComboMove Source code

function Fire ( float F )

PlayAltFiring Source code

simulated function PlayAltFiring ( ) )

PlayFiring Source code

simulated function PlayFiring ( ) )

PlayIdleAnim Source code

simulated function PlayIdleAnim ( ) )

ProcessTraceHit Source code

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

ProjectileFire Source code

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

RateSelf Source code

function float RateSelf ( out int bUseAltMode ) )

SpawnEffect Source code

function SpawnEffect ( vector HitLocation, vector SmokeLocation) )

Tick ComboMove Source code

function Tick ( float DeltaTime) )

Timer Source code

function Timer ( ) )

TraceFire Source code

function TraceFire ( float Accuracy ) )


Defaultproperties

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