- 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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+-- UnrealShare.ASMD
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 |
| | AltFire (float Value ))
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| | AltFire (float F) ComboMove |
| | BecomePickup ()))
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| | BeginState ())) Idle |
| | EndState ())) Idle |
| | Finish ()))
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| | Fire (float F) ComboMove |
| | PlayAltFiring ()))
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| | PlayFiring ()))
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| | PlayIdleAnim ()))
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| | ProcessTraceHit (Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z))
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| Projectile | ProjectileFire (class<projectile> ProjClass, float ProjSpeed, bool bWarn))
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| float | RateSelf (out int bUseAltMode ))
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| inventory | SpawnCopy (pawn Other ))
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| | SpawnEffect (Vector DVector, int NumPoints, rotator SmokeRotation, vector SmokeLocation))
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| | Tick (float DeltaTime)) ComboMove |
| | Timer ()))
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| | TraceFire (float Accuracy ))
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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 bool bBotSpecialMove;
ASMD
function AltFire ( float Value ) )
function AltFire ( float F )
function BecomePickup ( ) )
function BeginState ( ) )
function EndState ( ) )
function Finish ( ) )
function Fire ( float F )
function PlayAltFiring ( ) )
function PlayFiring ( ) )
function PlayIdleAnim ( ) )
function float RateSelf ( out int bUseAltMode ) )
function SpawnEffect (
Vector DVector,
int NumPoints,
rotator SmokeRotation,
vector SmokeLocation) )
function Tick ( float DeltaTime) )
function Timer ( ) )
function TraceFire ( float Accuracy ) )
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