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KFMod.HuskGunFire

Extends
KFShotgunFire

Core.Object
|   
+-- Engine.WeaponFire
   |   
   +-- ROEngine.BaseProjectileFire
      |   
      +-- KFMod.KFShotgunFire
         |   
         +-- KFMod.HuskGunFire

Variables Summary
soundAmbientChargeUpSound
stringAmbientChargeUpSoundRef
soundAmbientFireSound
floatAmbientFireSoundRadius
stringAmbientFireSoundRef
byteAmbientFireVolume
HuskGunFire
EmitterChargeEmitter
class<Emitter>ChargeEmitterClass
floatMaxChargeTime
class<Projectile>StrongProjectileClass
class<Projectile>WeakProjectileClass
Inherited Variables from KFMod.KFShotgunFire
bFiringDoesntAffectMovement, bRandomPitchFireSound, CrouchedAccuracyBonus, EffectiveRange, EmptyAnim, EmptyAnimRate, FireAimedAnim, FireLoopAimedAnim, FireSoundRef, KFWeap, KickMomentum, LastClickTime, LowGravKickMomentumScale, MaxAccuracyBonus, maxHorizontalRecoilAngle, maxVerticalRecoilAngle, NoAmmoSoundRef, RandomPitchAdjustAmt, RecoilRate, StereoFireSound, StereoFireSoundRef
Inherited Variables from ROEngine.BaseProjectileFire
ProjPerFire, ProjSpawnOffset

Functions Summary
functionbool AllowFire ()))
function DestroyChargeEffect ()))
function DestroyEffects ()))
function DoFireEffect ()))
functionclass<ProjectileGetDesiredProjectileClass ()))
function HandleRecoil (float Rec))
function InitChargeEffect ()))
functionfloat MaxRange ()))
event ModeDoFire ()))
function ModeHoldFire ()))
function PlayAmbientSound (Sound aSound))
function PlayPreFire ()))
function PostSpawnProjectile (Projectile P))
function PreloadAssets (LevelInfo LevelInfo, optional KFShotgunFire Spawned))
function Timer ()))
functionbool UnloadAssets ()))
Inherited Functions from KFMod.KFShotgunFire
AccuracyUpdate, AllowFire, DoFireEffect, GetFireSpeed, HandleRecoil, InitEffects, MaxRange, ModeDoFire, PlayFiring, PostBeginPlay, PreloadAssets, UnloadAssets
Inherited Functions from ROEngine.BaseProjectileFire
DoFireEffect, ForceSpawnProjectile, GetDesiredProjectileClass, GetFireStart, PostSpawnProjectile, SpawnProjectile


Variables Detail

AmbientChargeUpSound Source code

var sound AmbientChargeUpSound;

AmbientChargeUpSoundRef Source code

var string AmbientChargeUpSoundRef;

AmbientFireSound Source code

var sound AmbientFireSound;

AmbientFireSoundRadius Source code

var float AmbientFireSoundRadius;

AmbientFireSoundRef Source code

var string AmbientFireSoundRef;

AmbientFireVolume Source code

var byte AmbientFireVolume;

HuskGunFire

ChargeEmitter Source code

var(HuskGunFire) Emitter ChargeEmitter;

ChargeEmitterClass Source code

var(HuskGunFire) class<Emitter> ChargeEmitterClass;

MaxChargeTime Source code

var(HuskGunFire) float MaxChargeTime;

StrongProjectileClass Source code

var(HuskGunFire) class<Projectile> StrongProjectileClass;

WeakProjectileClass Source code

var(HuskGunFire) class<Projectile> WeakProjectileClass;


Functions Detail

AllowFire Source code

simulated function bool AllowFire ( ) )

DestroyChargeEffect Source code

simulated function DestroyChargeEffect ( ) )

DestroyEffects Source code

simulated function DestroyEffects ( ) )

DoFireEffect Source code

function DoFireEffect ( ) )

GetDesiredProjectileClass Source code

function class<Projectile> GetDesiredProjectileClass ( ) )

HandleRecoil Source code

simulated function HandleRecoil ( float Rec) )

InitChargeEffect Source code

simulated function InitChargeEffect ( ) )

MaxRange Source code

function float MaxRange ( ) )

ModeDoFire Source code

event ModeDoFire ( ) )

ModeHoldFire Source code

function ModeHoldFire ( ) )

PlayAmbientSound Source code

function PlayAmbientSound ( Sound aSound) )

PlayPreFire Source code

function PlayPreFire ( ) )

PostSpawnProjectile Source code

function PostSpawnProjectile ( Projectile P) )

PreloadAssets Source code

static function PreloadAssets ( LevelInfo LevelInfo, optional KFShotgunFire Spawned) )

Timer Source code

function Timer ( ) )

UnloadAssets Source code

static function bool UnloadAssets ( ) )


Defaultproperties

defaultproperties
{
     AmbientFireSoundRadius=500.000000
     AmbientFireVolume=255
     AmbientChargeUpSoundRef="KF_HuskGunSnd.ChargeUp"
     AmbientFireSoundRef="KF_HuskGunSnd.ChargedLoop"
     MaxChargeTime=3.000000
     WeakProjectileClass=Class'KFMod.HuskGunProjectile_Weak'
     StrongProjectileClass=Class'KFMod.HuskGunProjectile_Strong'
     ChargeEmitterClass=Class'ROEffects.ChargeUp1stHusk'
     EffectiveRange=5000.000000
     maxVerticalRecoilAngle=1500
     maxHorizontalRecoilAngle=250
     FireAimedAnim="Fire_Iron"
     FireSoundRef="KF_HuskGunSnd.HuskGun_Fire"
     StereoFireSoundRef="KF_HuskGunSnd.HuskGun_FireST"
     NoAmmoSoundRef="KF_BaseHusk.Husk_WindDown01"
     ProjPerFire=1
     ProjSpawnOffset=(X=50.000000,Y=10.000000,Z=-20.000000)
     bFireOnRelease=True
     bWaitForRelease=True
     TransientSoundVolume=2.000000
     TransientSoundRadius=500.000000
     FireForce="AssaultRifleFire"
     FireRate=0.750000
     AmmoClass=Class'KFMod.HuskGunAmmo'
     ShakeRotMag=(X=50.000000,Y=50.000000,Z=400.000000)
     ShakeRotRate=(X=12500.000000,Y=12500.000000,Z=12500.000000)
     ShakeRotTime=5.000000
     ShakeOffsetMag=(X=6.000000,Y=2.000000,Z=10.000000)
     ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
     ShakeOffsetTime=3.000000
     ProjectileClass=Class'KFMod.HuskGunProjectile'
     BotRefireRate=1.800000
     FlashEmitterClass=Class'ROEffects.MuzzleFlash1stHusk'
     aimerror=42.000000
     Spread=0.015000
}

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Creation time: Fri 13-10-2023 03:18:45.686 - Created with UnCodeX