Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

UnrealI.QuadShot

Extends
Weapon

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- UnrealI.QuadShot

Variables Summary
byteLoadCount
intSpentCartridge
QuadShot
intBarrelShotOffset
intHitDamage
floatHitMomentum
floatOptimalRange
intPelletsPerShell
floatShotSpread
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, bRecommendSplashDamage, bSetFlashTime, bSplashDamage, bTossedOut, bWarnTarget, bWeaponStay, bWeaponUp, CockingSound, DeathMessage, FireOffset, FireSound, FiringSpeed, FlareOffset, FlashC, FlashLength, FlashO, FlashS, FlashTime, FlashY, MaxTargetRange, MessageNoAmmo, MFTexture, Misc1Sound, Misc2Sound, Misc3Sound, MuzzleFlare, MuzzleScale, MyDamageType, 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, Charge, DeActivateSound, FlashCount, Icon, InventoryGroup, ItemArticle, ItemName, MaxDesireability, MuzzleFlashMesh, MuzzleFlashScale, MuzzleFlashStyle, MuzzleFlashTexture, myMarker, M_Activated, M_Deactivated, M_Selected, NextArmor, OldFlashCount, PickupMessage, PickupSound, PickupViewMesh, PickupViewScale, PlayerLastTouched, PlayerViewMesh, PlayerViewOffset, PlayerViewScale, ProtectionType1, ProtectionType2, RespawnSound, RespawnTime, StatusIcon, ThirdPersonMesh, ThirdPersonScale

Functions Summary
function AltFire (float Value)
function DischargeWeapon ()
NormalFire
function DisplayMuzzleFlash ()
function EjectCartridge ()
function Finish ()
function Fire (float Value)
functionbool HasRequiredAmmo ()
function PlayIdleAnim ()
function PlayPostSelect ()
function ProcessTraceHit (Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z)
functionbool PutDown ()
Idle
functionfloat RateSelf (out int bUseAltMode)
functionWeapon RecommendWeapon (out float rating, out int bUseAltMode)
function SetHand (float Hand)
function SetShotPattern (int LoadCount, int ShotNum)
functionfloat SuggestAttackStyle ()
functionfloat SuggestDefenseStyle ()
functionfloat SwitchPriority ()
function TraceFire (float Accuracy)
functionWeapon WeaponChange (byte F)
Inherited Functions from Engine.Weapon
AltFire, AnimEnd, BecomePickup, BeginState, BotDesireability, BringUp, CheckVisibility, Destroyed, DropFrom, Finish, Fire, GiveAmmo, HandlePickupQuery, PlayAltFiring, PlayFiring, PlayIdleAnim, PlayPostSelect, PlaySelect, PostBeginPlay, PostRender, PreRender, ProcessTraceHit, ProjectileFire, PutDown, RaiseUp, RateSelf, RecommendWeapon, RenderOverlays, setHand, SetSwitchPriority, SetWeaponStay, SpawnCopy, SuggestAttackStyle, SuggestDefenseStyle, SwitchPriority, TraceFire, TravelPostAccept, TweenDown, TweenSelect, WeaponChange, WeaponSet
Inherited Functions from Engine.Inventory
Activate, ActivateTranslator, AltFire, ArmorAbsorbDamage, ArmorImpactEffect, ArmorPriority, BecomeItem, BecomePickup, BeginState, BotDesireability, CalcDrawOffset, ChangedWeapon, CheckTouching, Destroyed, DrawStatusIconAt, DropFrom, 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
Idle Source code
state Idle
PutDown
NormalFire Source code
state NormalFire
DischargeWeapon
Reload Source code
state Reload


Variables Detail

LoadCount Source code

var travel byte LoadCount;

SpentCartridge Source code

var travel int SpentCartridge;

QuadShot

BarrelShotOffset Source code

var(QuadShot) int BarrelShotOffset;

HitDamage Source code

var(QuadShot) int HitDamage;

HitMomentum Source code

var(QuadShot) float HitMomentum;

OptimalRange Source code

var(QuadShot) float OptimalRange;

PelletsPerShell Source code

var(QuadShot) int PelletsPerShell;

ShotSpread Source code

var(QuadShot) float ShotSpread;


Functions Detail

AltFire Source code

function AltFire ( float Value )

DischargeWeapon NormalFire Source code

function DischargeWeapon ( )

DisplayMuzzleFlash Source code

function DisplayMuzzleFlash ( )

EjectCartridge Source code

function EjectCartridge ( )

Finish Source code

function Finish ( )

Fire Source code

function Fire ( float Value )

HasRequiredAmmo Source code

function bool HasRequiredAmmo ( )

PlayIdleAnim Source code

function PlayIdleAnim ( )

PlayPostSelect Source code

function PlayPostSelect ( )

ProcessTraceHit Source code

function ProcessTraceHit ( Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z )

PutDown Idle Source code

function bool PutDown ( )

RateSelf Source code

function float RateSelf ( out int bUseAltMode )

RecommendWeapon Source code

function Weapon RecommendWeapon ( out float rating, out int bUseAltMode )

SetHand Source code

function SetHand ( float Hand )

SetShotPattern Source code

function SetShotPattern ( int LoadCount, int ShotNum )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( )

SuggestDefenseStyle Source code

function float SuggestDefenseStyle ( )

SwitchPriority Source code

function float SwitchPriority ( )

TraceFire Source code

function TraceFire ( float Accuracy )

WeaponChange Source code

function Weapon WeaponChange ( byte F )


Defaultproperties

defaultproperties
{
     SpentCartridge=-1
     hitdamage=12
     HitMomentum=18000.000000
     PelletsPerShell=10
     BarrelShotOffset=3
     ShotSpread=1.250000
     OptimalRange=750.000000
     AmmoName=Class'UnrealShare.Shells'
     PickupAmmoCount=12
     MyDamageType=SHOT
     AltDamageType=Decapitated
     shakemag=400.000000
     shaketime=0.150000
     shakevert=20.000000
     AIRating=0.300000
     RefireRate=0.700000
     AltRefireRate=0.900000
     FireSound=Sound'UnrealI.QuadShot.ShotgunFire'
     CockingSound=Sound'UnrealI.QuadShot.ShotgunLoad'
     SelectSound=Sound'UnrealI.QuadShot.ShotgunActivate'
     Misc1Sound=Sound'UnrealShare.flak.Click'
     DeathMessage="%o was blasted to bits by %k's %w."
     bSetFlashTime=True
     bMuzzleFlash=1
     FlashTime=0.500000
     MuzzleScale=1.000000
     FlashY=0.110000
     FlashO=0.140000
     FlashC=0.030000
     FlashLength=0.250000
     FlashS=64
     MFTexture=Texture'UnrealShare.Effects.Arc1'
     AutoSwitchPriority=4
     InventoryGroup=2
     PickupMessage="You got the Quad-Barreled ShotGun"
     ItemName="QuadShot"
     PlayerViewOffset=(X=7.000000,Y=-4.000000,Z=-4.000000)
     PlayerViewMesh=LodMesh'UnrealI.QuadShotHeldR'
     PlayerViewScale=2.000000
     PickupViewMesh=LodMesh'UnrealI.QuadShotPickupC'
     PickupViewScale=1.500000
     ThirdPersonMesh=LodMesh'UnrealI.QuadShotThird'
     PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
     Mesh=LodMesh'UnrealI.QuadShotPickupC'
     DrawScale=1.500000
     bNoSmooth=False
     bMeshCurvy=True
     SoundRadius=200
     SoundVolume=180
     CollisionHeight=10.000000
     Mass=45.000000
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: vr 22-5-2009 02:19:03.205 - Created with UnCodeX