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UnrealShare.DispersionPistol

Extends
Weapon

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

Variables Summary
PickupAmp
floatChargeSize
ChargeLightcl1
ChargeLightcl2
floatCount
intPowerLevel
SoundPowerUpSound
vectorWeaponPos
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))
ShootLoad
function BecomePickup ()))
function BeginState ()))
AltFiring
function BeginState ()))
PowerUp
function BeginState ()))
ShootLoad
function BringUp ()))
PowerUp
function EndState ()))
AltFiring
function Fire (float F))
ShootLoad
functionbool HandlePickupQuery (inventory Item ))
function PlayFiring ()))
function PlayIdleAnim ()))
function PlaySelect ()))
functionProjectile ProjectileFire (class<projectile> ProjClass, float ProjSpeed, bool bWarn))
functionbool PutDown ()))
PowerUp
functionfloat RateSelf (out int bUseAltMode ))
functionfloat SuggestAttackStyle ()))
function Tick (float DeltaTime ))
AltFiring
function TweenDown ()))
function TweenSelect ()))
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
AltFiring Source code
state AltFiring
BeginState, EndState, Tick
PowerUp Source code
state PowerUp
BeginState, BringUp, PutDown
ShootLoad Source code
state ShootLoad
AltFire, BeginState, Fire


Variables Detail

Amp Source code

var Pickup Amp;

ChargeSize Source code

var float ChargeSize;

cl1 Source code

var ChargeLight cl1;

cl2 Source code

var ChargeLight cl2;

Count Source code

var float Count;

PowerLevel Source code

var travel int PowerLevel;

PowerUpSound Source code

var Sound PowerUpSound;

WeaponPos Source code

var vector WeaponPos;


Functions Detail

AltFire Source code

function AltFire ( float Value ) )

AltFire ShootLoad Source code

function AltFire ( float F) )

BecomePickup Source code

function BecomePickup ( ) )

BeginState AltFiring Source code

function BeginState ( ) )

BeginState PowerUp Source code

function BeginState ( ) )

BeginState ShootLoad Source code

function BeginState ( ) )

BringUp PowerUp Source code

function BringUp ( ) )

EndState AltFiring Source code

function EndState ( ) )

Fire ShootLoad Source code

function Fire ( float F) )

HandlePickupQuery Source code

function bool HandlePickupQuery ( inventory Item ) )

PlayFiring Source code

function PlayFiring ( ) )

PlayIdleAnim Source code

function PlayIdleAnim ( ) )

PlaySelect Source code

function PlaySelect ( ) )

ProjectileFire Source code

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

PutDown PowerUp Source code

function bool PutDown ( ) )

RateSelf Source code

function float RateSelf ( out int bUseAltMode ) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )

Tick AltFiring Source code

function Tick ( float DeltaTime ) )

TweenDown Source code

function TweenDown ( ) )

TweenSelect Source code

function TweenSelect ( ) )


Defaultproperties

defaultproperties
{
     AmmoName=Class'UnrealShare.DefaultAmmo'
     PickupAmmoCount=50
     bAltWarnTarget=True
     FireOffset=(X=12.000000,Y=-8.000000,Z=-15.000000)
     ProjectileClass=Class'UnrealShare.DispersionAmmo'
     AltProjectileClass=Class'UnrealShare.DispersionAmmo'
     shakemag=200.000000
     shaketime=0.130000
     shakevert=2.000000
     RefireRate=0.850000
     AltRefireRate=0.300000
     FireSound=Sound'UnrealShare.Dispersion.DispShot'
     AltFireSound=Sound'UnrealShare.Dispersion.DispShot'
     SelectSound=Sound'UnrealShare.Dispersion.DispPickup'
     Misc1Sound=Sound'UnrealShare.Dispersion.PowerUp3'
     DeathMessage="%o was killed by %k's %w.  What a loser!"
     PickupMessage="You got the Dispersion Pistol"
     ItemName="Dispersion Pistol"
     PlayerViewOffset=(X=3.800000,Y=-2.000000,Z=-2.000000)
     PlayerViewMesh=LodMesh'UnrealShare.DPistol'
     PickupViewMesh=LodMesh'UnrealShare.DPistolPick'
     ThirdPersonMesh=LodMesh'UnrealShare.DPistol3rd'
     PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
     Texture=None
     Mesh=LodMesh'UnrealShare.DPistolPick'
     bNoSmooth=False
     CollisionRadius=28.000000
     CollisionHeight=8.000000
     Mass=15.000000
}

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Creation time: Fr 7.6.2013 13:14:32.462 - Created with UnCodeX