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ROEngine.ROWeapon

Extends
Weapon
Modifiers
native abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- ROEngine.ROWeapon

Direct Known Subclasses:

ROProjectileWeapon

Constants Summary
Inherited Contants from Engine.Weapon
NUM_FIRE_MODES

Variables Summary
boolbHasSelectFire
boolbIsSniper
boolbPlayerFOVZooms
boolbPlayerViewIsZoomed
boolbWaitingToBolt
intCrawlPitchTweenRate
intCrawlWeaponPitch
floatFastTweenTime
floatIronSightDisplayFOV
floatIronSightDisplayFOVHigh
floatLastEndCrawlingTime
floatPlayerFOVZoom
ScopeDetailSettingsScopeDetail
floatStartingDisplayFOV
ROWeapon
nameCrawlBackwardAnim
nameCrawlEndAnim
nameCrawlForwardAnim
nameCrawlStartAnim
floatFreeAimRotationSpeed
materialGermanSleevetex
byteHandNum
materialHandtex
materialRussianSleevetex
byteSleeveNum
nameSprintEndAnim
nameSprintLoopAnim
nameSprintStartAnim
vectorXoffsetHighDetail
vectorXoffsetScoped
floatZoomInTime
floatZoomOutTime
Inherited Variables from Engine.Weapon
AimAnim, AimAnimRate, AIRating, AmmoCharge[2], AmmoClass[2], Ammo[NUM_FIRE_MODES], bBayonetMounted, bBerserk, bBipodDeployed, bCanAttachOnBack, bCanBipodDeploy, bCanRestDeploy, bCanSway, bCanThrow, bDebugging, bEndOfRound, bForceSwitch, bInitOldMesh, bMatchWeapons, bMeleeWeapon, bNoAmmoInstances, bNoInstagibReplace, bNotInDemo, bNotInPriorityList, bNoVoluntarySwitch, BotMode, bPendingSwitch, BringUpTime, bShowChargingBar, bSniping, bSpectated, bUseOldWeaponMesh, bUsesFreeAim, bUsingSights, CenteredOffsetY, CenteredRoll, CenteredYaw, ClientState, CurrentRating, CustomCrosshair, CustomCrossHairColor, CustomCrossHairScale, CustomCrossHairTexture, CustomCrossHairTextureName, DefaultPriority, DemoReplacement, Description, DisplayFOV, DownDelay, EffectOffset, ExchangeFireModes, FireModeClass[NUM_FIRE_MODES], FireMode[NUM_FIRE_MODES], Hand, HudColor, IdleAnim, IdleAnimRate, LastStartCrawlingTime, MessageNoAmmo, MinReloadPct, OldCenteredOffsetY, OldCenteredRoll, OldCenteredYaw, OldDrawScale, OldMesh, OldPickup, OldPlayerViewOffset, OldPlayerViewPivot, OldSmallViewOffset, OldWeapon, Priority, PutDownAnim, PutDownAnimRate, PutDownTime, RenderedHand, RestAnim, RestAnimRate, RunAnim, RunAnimRate, SelectAnim, SelectAnimRate, SelectForce, SelectSound, SmallEffectOffset, SmallViewOffset
Inherited Variables from Engine.Inventory
AttachmentClass, bDisplayableInv, bDrawingFirstPerson, BobDamping, bTossedOut, Charge, GroupOffset, IconCoords, IconMaterial, InventoryGroup, ItemName, PickupClass, PlayerViewOffset, PlayerViewPivot, ThirdPersonActor

Enumerations Summary
ScopeDetailSettings
RO_ModelScope, RO_TextureScope, RO_ModelScopeHigh, RO_None
Inherited Enumerations from Engine.Weapon
EWeaponClientState

Functions Summary
function AdjustIngameScope ()))
function AnimEnd (int channel))
function AnimEnd (int channel))
Crawling
function AnimEnd (int channel))
WeaponSprinting
function AnimNotifiedShellEject ()))
function BeginState ()))
Crawling
function BeginState ()))
EndCrawling
function BeginState ()))
EndSprinting
function BeginState ()))
Idle
function BeginState ()))
LoweringWeapon
function BeginState ()))
RaisingWeapon
function BeginState ()))
StartCrawling
function BeginState ()))
StartSprinting
function BeginState ()))
WeaponSprinting
function BringUp (optional Weapon PrevWeapon))
functionbool CanStartCrawlMoving ()))
functionbool CanThrow ()))
event ClientStartFire (int Mode))
WeaponSprinting
function ClientWeaponThrown ()))
function DisplayDebug (Canvas Canvas, out float YL, out float YPos))
function DropFrom (vector StartLocation))
function EndState ()))
Idle
function EndState ()))
LoweringWeapon
function EndState ()))
RaisingWeapon
functionbool FillAmmo ()
function GiveTo (Pawn Other, optional Pickup Pickup))
function HandleSleeveSwapping ()))
functionbool IsBusy ()))
functionbool IsBusy ()))
Busy
functionbool IsBusy ()))
Idle
functionbool IsBusy ()))
WeaponSprinting
functionbool IsCrawling ()))
Crawling
functionbool IsCrawling ()))
EndCrawling
functionbool IsCrawling ()))
StartCrawling
functionbool IsGrenade ()))
functionWeapon NextWeapon (Weapon CurrentChoice, Weapon CurrentWeapon))
event NotifyCrawlMoving ()))
event NotifyStopCrawlMoving ()))
function OutOfAmmo ()))
function PlayEndCrawl ()))
function PlayEndSprint ()))
function PlayerViewZoom (bool ZoomDirection))
function PlayIdle ()))
Crawling
function PlayIdle ()))
StartCrawling
function PlayIdle ()))
StartSprinting
function PlayIdle ()))
WeaponSprinting
function PlayStartCrawl ()))
function PlayStartSprint ()))
function PlayWeaponSound (sound ThisSound, float NewVolume, int NewRadius))
function PostBeginPlay ()))
function PreTravelCleanUp ()
functionWeapon PrevWeapon (Weapon CurrentChoice, Weapon CurrentWeapon))
functionbool PutDown ()))
functionbool ReadyToFire (int Mode))
functionbool ReadyToFire (int Mode))
Crawling
functionbool ReadyToFire (int Mode))
EndCrawling
functionbool ReadyToFire (int Mode))
EndSprinting
functionbool ReadyToFire (int Mode))
StartCrawling
functionbool ReadyToFire (int Mode))
StartSprinting
functionbool ReadyToFire (int Mode))
WeaponSprinting
event RenderOverlays (Canvas Canvas ))
functionbool ResupplyAmmo ()
function SetSprinting (bool bNewSprintStatus))
functionbool ShouldDrawPortal ()
functionbool ShouldUseFreeAim ()))
Crawling
functionbool ShouldUseFreeAim ()))
EndCrawling
functionbool ShouldUseFreeAim ()))
EndSprinting
functionbool ShouldUseFreeAim ()))
StartCrawling
functionbool ShouldUseFreeAim ()))
StartSprinting
functionbool ShouldUseFreeAim ()))
WeaponSprinting
function SmoothZoom (bool ZoomDirection)
function Timer ()))
Crawling
function Timer ()))
EndCrawling
function Timer ()))
EndSprinting
function Timer ()))
Idle
function Timer ()))
LoweringWeapon
function Timer ()))
RaisingWeapon
function Timer ()))
StartCrawling
function Timer ()))
StartSprinting
function Timer ()))
WeaponSprinting
function UpdateScopeMode ()
functionbool UsingAutoFire ()
functionbool WeaponCanSwitch ()))
functionbool WeaponCanSwitch ()))
EndSprinting
functionbool WeaponCanSwitch ()))
StartSprinting
functionWeapon WeaponChange (byte F, bool bSilent ))
event WeaponTick (float dt))
EndCrawling
event WeaponTick (float dt))
StartCrawling
Inherited Functions from Engine.Weapon
AddAmmo, AdjustPlayerDamage, AltFire, AmmoAmount, AmmoMaxed, AmmoPickupClass, AmmoStatus, AnimEnd, BeginState, BestMode, BotFire, BringUp, CanAttack, CanHeal, CanThrow, CenteredEffectStart, ChargeBar, CheckOutOfAmmo, CheckReflect, CheckSuperBerserk, ClientForceAmmoUpdate, ClientPlayForceFeedback, ClientStartFire, ClientStopFire, ClientWeaponSet, ClientWeaponThrown, ClientWriteFire, ClientWriteStats, ConsumeAmmo, DesireAmmo, Destroyed, DetachFromPawn, DisplayDebug, DoAutoSwitch, DoReflectEffect, DrawWeaponInfo, DropFrom, EndState, FillToInitialAmmo, Fire, FireHack, FireOnRelease, FocusOnLeader, GetAIRating, GetAmmoClass, GetAmmoCount, GetDamageRadius, GetDamageType, GetEffectStart, GetFireMode, GetFireStart, GetHudAmmoCount, GetMuzzleCoords, GetViewAxes, GiveAmmo, GiveTo, HackPlayFireSound, HandlePickupQuery, HasAmmo, HolderDied, ImmediateStopFire, IncrementFlashCount, InitWeaponFires, IsCrawling, IsFiring, IsMounted, IsRapidFire, Loaded, MaxAmmo, MaxOutAmmo, NeedAmmo, NewDrawWeaponInfo, NextWeapon, NotifyCrawlMoving, NotifyOwnerJumped, NotifyStopCrawlMoving, OutOfAmmo, PawnUnpossessed, PlayIdle, PostBeginPlay, PostFire, PostNetReceive, PreDrawFPWeapon, PrevWeapon, PutDown, RangedAttackTime, RateSelf, ReadyToFire, RecommendLongRangedAttack, RecommendRangedAttack, RecommendSplashDamage, RecommendWeapon, RefireRate, RenderOverlays, Reselect, ROIronSights, ServerStartFire, ServerStopFire, SetAITarget, SetGRI, SetHand, SetServerOrientation, ShootHoop, ShouldFireWithoutTarget, ShouldUseFreeAim, SplashDamage, SplashJump, StartBerserk, StartDebugging, StartFire, StopBerserk, StopFire, StopForceFeedback, SuggestAttackStyle, SuggestDefenseStyle, SuperMaxOutAmmo, SynchronizeWeapon, Timer, WantsZoomFade, WeaponAllowCrouchChange, WeaponAllowProneChange, WeaponAllowSprint, WeaponCanBusySwitch, WeaponCanSwitch, WeaponCentered, WeaponChange, WeaponTick, ZeroFlashCount
Inherited Functions from Engine.Inventory
AttachToPawn, AttachToPawnHidden, Destroyed, DetachFromPawn, DropFrom, GetHumanReadableName, GetMovementModifierFor, GiveTo, HandlePickupQuery, IsThrowable, NextWeapon, OwnerEvent, PickupFunction, PrevWeapon, PrioritizeArmor, RecommendWeapon, RenderOverlays, SelectNext, SetOwnerDisplay, StaticItemName, TravelPostAccept, TravelPreAccept, updaterelative, Use, WeaponChange

States Summary
Busy Source code
simulated state Busy
IsBusy
Crawling Source code
simulated state Crawling extends Busy
AnimEnd, BeginState, IsCrawling, PlayIdle, ReadyToFire, ShouldUseFreeAim, Timer
EndCrawling Source code
simulated state EndCrawling extends Busy
BeginState, IsCrawling, ReadyToFire, ShouldUseFreeAim, Timer, WeaponTick
EndSprinting Source code
simulated state EndSprinting extends Busy
BeginState, ReadyToFire, ShouldUseFreeAim, Timer, WeaponCanSwitch
Idle Source code
simulated state Idle
BeginState, EndState, IsBusy, Timer
LoweringWeapon Source code
simulated state LoweringWeapon
BeginState, EndState, Timer
RaisingWeapon Source code
simulated state RaisingWeapon
BeginState, EndState, Timer
StartCrawling Source code
simulated state StartCrawling extends Busy
BeginState, IsCrawling, PlayIdle, ReadyToFire, ShouldUseFreeAim, Timer, WeaponTick
StartSprinting Source code
simulated state StartSprinting extends Busy
BeginState, PlayIdle, ReadyToFire, ShouldUseFreeAim, Timer, WeaponCanSwitch
WeaponSprinting Source code
simulated state WeaponSprinting
AnimEnd, BeginState, ClientStartFire, IsBusy, PlayIdle, ReadyToFire, ShouldUseFreeAim, Timer


Variables Detail

bHasSelectFire Source code

var bool bHasSelectFire;

bIsSniper Source code

var bool bIsSniper;

bPlayerFOVZooms Source code

var bool bPlayerFOVZooms;

bPlayerViewIsZoomed Source code

var bool bPlayerViewIsZoomed;

bWaitingToBolt Source code

var bool bWaitingToBolt;

CrawlPitchTweenRate Source code

var int CrawlPitchTweenRate;

CrawlWeaponPitch Source code

var int CrawlWeaponPitch;

FastTweenTime Source code

var float FastTweenTime;

IronSightDisplayFOV Source code

var float IronSightDisplayFOV;

IronSightDisplayFOVHigh Source code

var float IronSightDisplayFOVHigh;

LastEndCrawlingTime Source code

var float LastEndCrawlingTime;

PlayerFOVZoom Source code

var float PlayerFOVZoom;

ScopeDetail Source code

var ScopeDetailSettings ScopeDetail;

StartingDisplayFOV Source code

var float StartingDisplayFOV;

ROWeapon

CrawlBackwardAnim Source code

var(ROWeapon) name CrawlBackwardAnim;

CrawlEndAnim Source code

var(ROWeapon) name CrawlEndAnim;

CrawlForwardAnim Source code

var(ROWeapon) name CrawlForwardAnim;

CrawlStartAnim Source code

var(ROWeapon) name CrawlStartAnim;

FreeAimRotationSpeed Source code

var(ROWeapon) float FreeAimRotationSpeed;

GermanSleevetex Source code

var(ROWeapon) material GermanSleevetex;

HandNum Source code

var(ROWeapon) byte HandNum;

Handtex Source code

var(ROWeapon) material Handtex;

RussianSleevetex Source code

var(ROWeapon) material RussianSleevetex;

SleeveNum Source code

var(ROWeapon) byte SleeveNum;

SprintEndAnim Source code

var(ROWeapon) name SprintEndAnim;

SprintLoopAnim Source code

var(ROWeapon) name SprintLoopAnim;

SprintStartAnim Source code

var(ROWeapon) name SprintStartAnim;

XoffsetHighDetail Source code

var(ROWeapon) vector XoffsetHighDetail;

XoffsetScoped Source code

var(ROWeapon) vector XoffsetScoped;

ZoomInTime Source code

var(ROWeapon) float ZoomInTime;

ZoomOutTime Source code

var(ROWeapon) float ZoomOutTime;


Enumerations Detail

ScopeDetailSettings Source code

enum ScopeDetailSettings
{
RO_ModelScope, RO_TextureScope, RO_ModelScopeHigh, RO_None
};


Functions Detail

AdjustIngameScope Source code

simulated function AdjustIngameScope ( ) )

AnimEnd Source code

simulated function AnimEnd ( int channel) )

AnimEnd Crawling Source code

simulated function AnimEnd ( int channel) )

AnimEnd WeaponSprinting Source code

simulated function AnimEnd ( int channel) )

AnimNotifiedShellEject Source code

simulated function AnimNotifiedShellEject ( ) )

BeginState Crawling Source code

simulated function BeginState ( ) )

BeginState EndCrawling Source code

simulated function BeginState ( ) )

BeginState EndSprinting Source code

simulated function BeginState ( ) )

BeginState Idle Source code

simulated function BeginState ( ) )

BeginState LoweringWeapon Source code

simulated function BeginState ( ) )

BeginState RaisingWeapon Source code

simulated function BeginState ( ) )

BeginState StartCrawling Source code

simulated function BeginState ( ) )

BeginState StartSprinting Source code

simulated function BeginState ( ) )

BeginState WeaponSprinting Source code

simulated function BeginState ( ) )

BringUp Source code

simulated function BringUp ( optional Weapon PrevWeapon) )

CanStartCrawlMoving Source code

simulated function bool CanStartCrawlMoving ( ) )

CanThrow Source code

simulated function bool CanThrow ( ) )

ClientStartFire WeaponSprinting Source code

simulated event ClientStartFire ( int Mode) )

ClientWeaponThrown Source code

simulated function ClientWeaponThrown ( ) )

DisplayDebug Source code

simulated function DisplayDebug ( Canvas Canvas, out float YL, out float YPos) )

DropFrom Source code

function DropFrom ( vector StartLocation) )

EndState Idle Source code

simulated function EndState ( ) )

EndState LoweringWeapon Source code

simulated function EndState ( ) )

EndState RaisingWeapon Source code

simulated function EndState ( ) )

FillAmmo Source code

function bool FillAmmo ( )

GiveTo Source code

function GiveTo ( Pawn Other, optional Pickup Pickup) )

HandleSleeveSwapping Source code

simulated function HandleSleeveSwapping ( ) )

IsBusy Source code

simulated function bool IsBusy ( ) )

IsBusy Busy Source code

simulated function bool IsBusy ( ) )

IsBusy Idle Source code

simulated function bool IsBusy ( ) )

IsBusy WeaponSprinting Source code

simulated function bool IsBusy ( ) )

IsCrawling Crawling Source code

simulated function bool IsCrawling ( ) )

IsCrawling EndCrawling Source code

simulated function bool IsCrawling ( ) )

IsCrawling StartCrawling Source code

simulated function bool IsCrawling ( ) )

IsGrenade Source code

function bool IsGrenade ( ) )

NextWeapon Source code

simulated function Weapon NextWeapon ( Weapon CurrentChoice, Weapon CurrentWeapon) )

NotifyCrawlMoving Source code

simulated event NotifyCrawlMoving ( ) )

NotifyStopCrawlMoving Source code

simulated event NotifyStopCrawlMoving ( ) )

OutOfAmmo Source code

simulated function OutOfAmmo ( ) )

PlayEndCrawl Source code

simulated function PlayEndCrawl ( ) )

PlayEndSprint Source code

simulated function PlayEndSprint ( ) )

PlayerViewZoom Source code

simulated function PlayerViewZoom ( bool ZoomDirection) )

PlayIdle Crawling Source code

simulated function PlayIdle ( ) )

PlayIdle StartCrawling Source code

simulated function PlayIdle ( ) )

PlayIdle StartSprinting Source code

simulated function PlayIdle ( ) )

PlayIdle WeaponSprinting Source code

simulated function PlayIdle ( ) )

PlayStartCrawl Source code

simulated function PlayStartCrawl ( ) )

PlayStartSprint Source code

simulated function PlayStartSprint ( ) )

PlayWeaponSound Source code

simulated function PlayWeaponSound ( sound ThisSound, float NewVolume, int NewRadius) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PreTravelCleanUp Source code

simulated function PreTravelCleanUp ( )

PrevWeapon Source code

simulated function Weapon PrevWeapon ( Weapon CurrentChoice, Weapon CurrentWeapon) )

PutDown Source code

simulated function bool PutDown ( ) )

ReadyToFire Source code

simulated function bool ReadyToFire ( int Mode) )

ReadyToFire Crawling Source code

simulated function bool ReadyToFire ( int Mode) )

ReadyToFire EndCrawling Source code

simulated function bool ReadyToFire ( int Mode) )

ReadyToFire EndSprinting Source code

simulated function bool ReadyToFire ( int Mode) )

ReadyToFire StartCrawling Source code

simulated function bool ReadyToFire ( int Mode) )

ReadyToFire StartSprinting Source code

simulated function bool ReadyToFire ( int Mode) )

ReadyToFire WeaponSprinting Source code

simulated function bool ReadyToFire ( int Mode) )

RenderOverlays Source code

simulated event RenderOverlays ( Canvas Canvas ) )

ResupplyAmmo Source code

function bool ResupplyAmmo ( )

SetSprinting Source code

simulated function SetSprinting ( bool bNewSprintStatus) )

ShouldDrawPortal Source code

simulated function bool ShouldDrawPortal ( )

ShouldUseFreeAim Crawling Source code

simulated function bool ShouldUseFreeAim ( ) )

ShouldUseFreeAim EndCrawling Source code

simulated function bool ShouldUseFreeAim ( ) )

ShouldUseFreeAim EndSprinting Source code

simulated function bool ShouldUseFreeAim ( ) )

ShouldUseFreeAim StartCrawling Source code

simulated function bool ShouldUseFreeAim ( ) )

ShouldUseFreeAim StartSprinting Source code

simulated function bool ShouldUseFreeAim ( ) )

ShouldUseFreeAim WeaponSprinting Source code

simulated function bool ShouldUseFreeAim ( ) )

SmoothZoom Source code

native simulated latent function SmoothZoom ( bool ZoomDirection )

Timer Crawling Source code

simulated function Timer ( ) )

Timer EndCrawling Source code

simulated function Timer ( ) )

Timer EndSprinting Source code

simulated function Timer ( ) )

Timer Idle Source code

simulated function Timer ( ) )

Timer LoweringWeapon Source code

simulated function Timer ( ) )

Timer RaisingWeapon Source code

simulated function Timer ( ) )

Timer StartCrawling Source code

simulated function Timer ( ) )

Timer StartSprinting Source code

simulated function Timer ( ) )

Timer WeaponSprinting Source code

simulated function Timer ( ) )

UpdateScopeMode Source code

simulated function UpdateScopeMode ( )

UsingAutoFire Source code

simulated function bool UsingAutoFire ( )

WeaponCanSwitch Source code

simulated function bool WeaponCanSwitch ( ) )

WeaponCanSwitch EndSprinting Source code

simulated function bool WeaponCanSwitch ( ) )

WeaponCanSwitch StartSprinting Source code

simulated function bool WeaponCanSwitch ( ) )

WeaponChange Source code

simulated function Weapon WeaponChange ( byte F, bool bSilent ) )

WeaponTick EndCrawling Source code

simulated event WeaponTick ( float dt) )

WeaponTick StartCrawling Source code

simulated event WeaponTick ( float dt) )


Defaultproperties

defaultproperties
{
     SprintStartAnim="Sprint_Start"
     SprintLoopAnim="Sprint_Middle"
     SprintEndAnim="Sprint_end"
     CrawlPitchTweenRate=60000
     SleeveNum=1
     FreeAimRotationSpeed=8.000000
     bCanSway=True
}

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Creation time: Fri 13-10-2023 03:18:52.888 - Created with UnCodeX