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UnrealShare.ASMD

Extends
Weapon

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- UnrealShare.ASMD

Variables Summary
PickupAmp
boolbBotSpecialMove
ProjectileTracked
ASMD
intHitDamage
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

Functions Summary
function AltFire (float Value ))
function AltFire (float F)
ComboMove
function BecomePickup ()))
function BeginState ()))
Idle
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 ))
functioninventory SpawnCopy (pawn Other ))
function SpawnEffect (Vector DVector, int NumPoints, rotator SmokeRotation, vector SmokeLocation))
function Tick (float DeltaTime))
ComboMove
function Timer ()))
function TraceFire (float Accuracy ))
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

States Summary
ComboMove Source code
state ComboMove
AltFire, Fire, Tick
Idle Source code
state Idle
BeginState, EndState


Variables Detail

Amp Source code

var Pickup Amp;

bBotSpecialMove Source code

var bool bBotSpecialMove;

Tracked Source code

var Projectile Tracked;

ASMD

HitDamage Source code

var(ASMD) int HitDamage;


Functions Detail

AltFire Source code

function AltFire ( float Value ) )

AltFire ComboMove Source code

function AltFire ( float F )

BecomePickup Source code

function BecomePickup ( ) )

BeginState Idle Source code

function BeginState ( ) )

EndState Idle Source code

function EndState ( ) )

Finish Source code

function Finish ( ) )

Fire ComboMove Source code

function Fire ( float F )

PlayAltFiring Source code

function PlayAltFiring ( ) )

PlayFiring Source code

function PlayFiring ( ) )

PlayIdleAnim Source code

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 ) )

SpawnCopy Source code

function inventory SpawnCopy ( pawn Other ) )

SpawnEffect Source code

function SpawnEffect ( Vector DVector, int NumPoints, rotator SmokeRotation, 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=35
     AmmoName=Class'UnrealShare.ASMDAmmo'
     PickupAmmoCount=20
     bInstantHit=True
     bAltWarnTarget=True
     bSplashDamage=True
     FireOffset=(X=12.000000,Y=-6.000000,Z=-7.000000)
     AltProjectileClass=Class'UnrealShare.TazerProj'
     AIRating=0.600000
     AltRefireRate=0.700000
     FireSound=Sound'UnrealShare.ASMD.TazerFire'
     AltFireSound=Sound'UnrealShare.ASMD.TazerAltFire'
     SelectSound=Sound'UnrealShare.ASMD.TazerSelect'
     Misc1Sound=Sound'UnrealShare.ASMD.Vapour'
     DeathMessage="%k inflicted mortal damage upon %o with the %w."
     AutoSwitchPriority=4
     InventoryGroup=4
     PickupMessage="You got the ASMD"
     ItemName="ASMD"
     PlayerViewOffset=(X=3.500000,Y=-1.800000,Z=-2.000000)
     PlayerViewMesh=LodMesh'UnrealShare.ASMDM'
     PickupViewMesh=LodMesh'UnrealShare.ASMDPick'
     ThirdPersonMesh=LodMesh'UnrealShare.ASMD3'
     PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
     Mesh=LodMesh'UnrealShare.ASMDPick'
     bNoSmooth=False
     CollisionRadius=28.000000
     CollisionHeight=8.000000
     Mass=50.000000
}

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Creation time: Fr 7.6.2013 13:14:28.235 - Created with UnCodeX