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Botpack.SniperRifle

Extends
TournamentWeapon

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

Variables Summary
nameFireAnims[5]
intNumFire
vectorOwnerLocation
floatStillStart
floatStillTime
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 BeginState ()))
Idle
function BeginState ()))
Zooming
functionbool ClientAltFire (float Value ))
function EndState ()))
Idle
function EndState ()))
NormalFire
function Finish ()))
function Fire (float Value ))
Idle
function PlayFiring ()))
function PlayIdleAnim ()))
function PostRender (canvas Canvas ))
function ProcessTraceHit (Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z))
functionfloat RateSelf (out int bUseAltMode ))
function setHand (float Hand))
function Tick (float DeltaTime))
Zooming
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
Idle Source code
state Idle
BeginState, EndState, Fire
NormalFire Source code
state NormalFire
EndState
Zooming Source code
state Zooming
BeginState, Tick


Variables Detail

FireAnims[5] Source code

var name FireAnims[5];

NumFire Source code

var int NumFire;

OwnerLocation Source code

var vector OwnerLocation;

StillStart Source code

var float StillStart;

StillTime Source code

var float StillTime;


Functions Detail

AltFire Source code

function AltFire ( float Value ) )

BeginState Idle Source code

function BeginState ( ) )

BeginState Zooming Source code

simulated function BeginState ( ) )

ClientAltFire Source code

simulated function bool ClientAltFire ( float Value ) )

EndState Idle Source code

function EndState ( ) )

EndState NormalFire Source code

function EndState ( ) )

Finish Source code

function Finish ( ) )

Fire Idle Source code

function Fire ( float Value ) )

PlayFiring Source code

simulated function PlayFiring ( ) )

PlayIdleAnim Source code

simulated function PlayIdleAnim ( ) )

PostRender Source code

simulated function PostRender ( canvas Canvas ) )

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 ) )

setHand Source code

function setHand ( float Hand) )

Tick Zooming Source code

simulated function Tick ( float DeltaTime) )

Timer Source code

function Timer ( ) )

TraceFire Source code

function TraceFire ( float Accuracy ) )


Defaultproperties

defaultproperties
{
     FireAnims(0)=Fire
     FireAnims(1)=Fire2
     FireAnims(2)=Fire3
     FireAnims(3)=Fire4
     FireAnims(4)=Fire5
     WeaponDescription="Classification: Long Range Ballistic\n\nRegular Fire: Fires a high powered bullet. Can kill instantly when applied to the cranium of opposing forces. \n\nSecondary Fire: Zooms the rifle in, up to eight times normal vision. Allows for extreme precision from hundreds of yards away.\n\nTechniques: Great for long distance headshots!"
     AmmoName=Class'Botpack.BulletBox'
     PickupAmmoCount=8
     bInstantHit=True
     bAltInstantHit=True
     FiringSpeed=1.800000
     FireOffset=(Y=-5.000000,Z=-2.000000)
     MyDamageType=shot
     AltDamageType=Decapitated
     shakemag=400.000000
     shaketime=0.150000
     shakevert=8.000000
     AIRating=0.540000
     RefireRate=0.600000
     AltRefireRate=0.300000
     FireSound=Sound'Botpack.SniperRifle.SniperFire'
     SelectSound=Sound'UnrealI.Rifle.RiflePickup'
     DeathMessage="%k put a bullet through %o's head."
     NameColor=(R=0,G=0)
     bDrawMuzzleFlash=True
     MuzzleScale=1.000000
     FlashY=0.110000
     FlashO=0.014000
     FlashC=0.031000
     FlashLength=0.013000
     FlashS=256
     MFTexture=Texture'Botpack.Rifle.MuzzleFlash2'
     AutoSwitchPriority=5
     InventoryGroup=10
     PickupMessage="You got a Sniper Rifle."
     ItemName="Sniper Rifle"
     PlayerViewOffset=(X=5.000000,Y=-1.600000,Z=-1.700000)
     PlayerViewMesh=LodMesh'Botpack.Rifle2m'
     PlayerViewScale=2.000000
     BobDamping=0.975000
     PickupViewMesh=LodMesh'Botpack.RiflePick'
     ThirdPersonMesh=LodMesh'Botpack.RifleHand'
     StatusIcon=Texture'Botpack.Icons.UseRifle'
     bMuzzleFlashParticles=True
     MuzzleFlashStyle=STY_Translucent
     MuzzleFlashMesh=LodMesh'Botpack.muzzsr3'
     MuzzleFlashScale=0.100000
     MuzzleFlashTexture=Texture'Botpack.Skins.Muzzy3'
     PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
     Icon=Texture'Botpack.Icons.UseRifle'
     Rotation=(Roll=-1536)
     Mesh=LodMesh'Botpack.RiflePick'
     bNoSmooth=False
     CollisionRadius=32.000000
     CollisionHeight=8.000000
}

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Creation time: Fr 7.6.2013 13:15:02.946 - Created with UnCodeX