- Extends
- Weapon
Core.Object
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+-- Engine.Actor
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+-- Engine.Inventory
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+-- Engine.Weapon
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+-- UnrealI.Rifle
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 Variables from Engine.Inventory |
AbsorptionPriority, ActivateSound, ArmorAbsorption, AutoSwitchPriority, bActivatable, bActive, bAmbientGlow, bDisplayableInv, bFirstFrame, bHeldItem, bInstantRespawn, bIsAnArmor, bMuzzleFlashParticles, BobDamping, bRotatingPickup, bSleepTouch, bSteadyFlash3rd, bSteadyToggle, bToggleSteadyFlash, bTossedOut, Charge, DeActivateSound, FlashCount, Icon, InventoryGroup, ItemArticle, ItemMessageClass, ItemName, MaxDesireability, MuzzleFlashMesh, MuzzleFlashScale, MuzzleFlashStyle, MuzzleFlashTexture, MyMarker, M_Activated, M_Deactivated, M_Selected, NextArmor, OldFlashCount, PickupMessage, PickupMessageClass, PickupSound, PickupViewMesh, PickupViewScale, PlayerLastTouched, PlayerViewMesh, PlayerViewOffset, PlayerViewScale, ProtectionType1, ProtectionType2, RespawnSound, RespawnTime, StatusIcon, ThirdPersonMesh, ThirdPersonScale |
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 |
Inherited Functions from Engine.Inventory |
Activate, ActivateTranslator, AltFire, ArmorAbsorbDamage, ArmorImpactEffect, ArmorPriority, BecomeItem, BecomePickup, BeginState, BotDesireability, CalcDrawOffset, ChangedWeapon, CheckTouching, Destroyed, DrawStatusIconAt, DropFrom, DropInventory, EndState, Fire, GetHumanName, GiveTo, HandlePickupQuery, InventoryCapsFloat, InventoryCapsString, Landed, OwnerJumped, PostBeginPlay, PrioritizeArmor, RecommendWeapon, ReduceDamage, RenderOverlays, SelectNext, SetOwnerDisplay, SetRespawn, SpawnCopy, Timer, Touch, TravelPreAccept, Use, ValidTouch, WeaponChange, ZoneChange |
var int NumFire;
function AltFire ( float Value ) )
function AltFire ( float Value ) )
function AltFire ( float F) )
function BeginState ( ) )
function EndState ( ) )
function Finish ( ) )
function Fire ( float Value ) )
function Fire ( float F) )
function PlayAltFiring ( ) )
function PlayFiring ( ) )
function PlayIdleAnim ( ) )
function float RateSelf ( out int bUseAltMode ) )
function Timer ( ) )
function Timer ( ) )
defaultproperties
{
AmmoName=Class'UnrealI.RifleAmmo'
PickupAmmoCount=8
bInstantHit=True
bAltInstantHit=True
FireOffset=(Y=-5.000000,Z=-2.000000)
shakemag=400.000000
shaketime=0.150000
shakevert=8.000000
AIRating=0.700000
RefireRate=0.600000
AltRefireRate=0.300000
FireSound=Sound'UnrealI.Rifle.RifleShot'
SelectSound=Sound'UnrealI.Rifle.RiflePickup'
DeathMessage="%k put a bullet through %o's head."
AutoSwitchPriority=9
InventoryGroup=9
PickupMessage="You got the Rifle"
ItemName="Sniper Rifle"
PlayerViewOffset=(X=3.200000,Y=-1.200000,Z=-1.700000)
PlayerViewMesh=LodMesh'UnrealI.RifleM'
PickupViewMesh=LodMesh'UnrealI.RiPick'
ThirdPersonMesh=LodMesh'UnrealI.Rifle3rd'
PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
Mesh=LodMesh'UnrealI.RiPick'
bNoSmooth=False
CollisionRadius=28.000000
CollisionHeight=8.000000
}
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Creation time: Fr 7.6.2013 13:14:55.458 - Created with
UnCodeX