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UnrealShare.Stinger

Extends
Weapon

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

Variables Summary
boolbAlreadyFiring
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 EndState ()))
NormalFire
function PlayAltFiring ()))
function PlayFiring ()))
function PlayIdleAnim ()))
functionProjectile ProjectileFire (class<projectile> ProjClass, float ProjSpeed, bool bWarn))
AltFiring
functionfloat RateSelf (out int bUseAltMode ))
function Tick (float DeltaTime ))
NormalFire
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
ProjectileFire
NormalFire Source code
state NormalFire
EndState, Tick


Variables Detail

bAlreadyFiring Source code

var bool bAlreadyFiring;


Functions Detail

EndState NormalFire Source code

function EndState ( ) )

PlayAltFiring Source code

function PlayAltFiring ( ) )

PlayFiring Source code

function PlayFiring ( ) )

PlayIdleAnim Source code

function PlayIdleAnim ( ) )

ProjectileFire AltFiring Source code

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

RateSelf Source code

function float RateSelf ( out int bUseAltMode ) )

Tick NormalFire Source code

function Tick ( float DeltaTime ) )


Defaultproperties

defaultproperties
{
     AmmoName=Class'UnrealShare.StingerAmmo'
     PickupAmmoCount=40
     bAltWarnTarget=True
     FireOffset=(X=12.000000,Y=-10.000000,Z=-15.000000)
     ProjectileClass=Class'UnrealShare.StingerProjectile'
     AltProjectileClass=Class'UnrealShare.StingerProjectile'
     shakemag=120.000000
     AIRating=0.400000
     RefireRate=0.800000
     FireSound=Sound'UnrealShare.Stinger.StingerFire'
     AltFireSound=Sound'UnrealShare.Stinger.StingerAltFire'
     SelectSound=Sound'UnrealShare.Stinger.StingerLoad'
     Misc1Sound=Sound'UnrealShare.Stinger.EndFire'
     DeathMessage="%o was perforated by %k's %w."
     AutoSwitchPriority=3
     InventoryGroup=3
     PickupMessage="You picked up the Stinger"
     ItemName="Stinger"
     PlayerViewOffset=(X=4.200000,Y=-3.000000,Z=-4.000000)
     PlayerViewMesh=LodMesh'UnrealShare.StingerM'
     PlayerViewScale=1.700000
     PickupViewMesh=LodMesh'UnrealShare.StingerPickup'
     ThirdPersonMesh=LodMesh'UnrealShare.Stinger3rd'
     PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
     Mesh=LodMesh'UnrealShare.StingerPickup'
     bNoSmooth=False
     SoundRadius=64
     SoundVolume=255
     CollisionRadius=27.000000
     CollisionHeight=8.000000
}

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Creation time: Fr 7.6.2013 13:15:03.508 - Created with UnCodeX