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ROEngine.VehicleWeapon

Extends
Actor
Modifiers
native nativereplication abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- ROEngine.VehicleWeapon

Direct Known Subclasses:

ROVehicleWeapon

Constants Summary
Inherited Contants from Engine.Actor
MAINCOLLISIONINDEX, MAXSTEPHEIGHT, MINFLOORZ
Inherited Contants from Core.Object
ALLIES_TEAM_INDEX, AXIS_TEAM_INDEX, MaxInt, NEUTRAL_TEAM_INDEX, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Standalone, RF_Transactional, RF_Transient

Variables Summary
VehicleWeaponAIInfoAIInfo[2]
floatAimLockReleaseTime
floatAimTraceRange
intAltAmmoCharge
floatAltFireSpread
WeaponAmbientEmitterAmbientEffectEmitter
boolbActive
boolbCallInstigatorPostRender
boolbCorrectAim
boolbDoOffsetTrace
nameBeginningIdleAnim
boolbFiredPendingPrimary
boolbForceCenterAim
boolbInstantRotation
boolbIsAltFire
boolbIsRepeatingFF
boolbMultipleRoundTypes
boolbPrimaryIgnoreFireCountdown
boolbRotateSoundFromPawn
boolbShowChargingBar
boolbUseTankTurretRotation
rotatorCurrentAim
vectorCurrentHitLocation
byteCurrentRangeIndex
intDamageMax
intDamageMin
class<DamageType>DamageType
stringDebugInfo
EmitterEffectEmitter
floatFireCountdown
byteFiringMode
byteFlashCount
EmitterFlashEmitter
byteHitCount
vectorLastHitLocation
rotatorLastRotation
intMainAmmoCharge[2]
floatMomentum
byteOldFlashCount
byteOldHitCount
array<Projectile>Projectiles
floatRotateSoundThreshold
floatRotationsPerSecond
FirePropertiesSavedFireProperties[2]
floatSpread
floatTraceRange
vectorWeaponFireLocation
rotatorWeaponFireRotation
vectorWeaponOffset
floatYawConstraintDelta
VehicleWeapon
soundAltFireEndSound
stringAltFireForce
floatAltFireInterval
vectorAltFireOffset
class<Projectile>AltFireProjectileClass
soundAltFireSoundClass
floatAltFireSoundRadius
floatAltFireSoundScaling
floatAltFireSoundVolume
vectorAltShakeOffsetMag
vectorAltShakeOffsetRate
floatAltShakeOffsetTime
vectorAltShakeRotMag
vectorAltShakeRotRate
floatAltShakeRotTime
class<WeaponAmbientEmitter>AmbientEffectEmitterClass
floatAmbientSoundScaling
boolbAimable
boolbAmbientAltFireSound
boolbAmbientEmitterAltFireOnly
boolbAmbientFireSound
boolbDualIndependantTargeting
boolbInheritVelocity
boolbInstantFire
boolbLimitYaw
boolbReflective
boolbShowAimCrosshair
intCustomPitchDownLimit
intCustomPitchUpLimit
floatDualFireOffset
class<Emitter>EffectEmitterClass
soundFireEndSound
stringFireForce
floatFireInterval
floatFireIntervalAimLock
soundFireSoundClass
floatFireSoundPitch
floatFireSoundRadius
floatFireSoundVolume
class<Emitter>FlashEmitterClass
nameGunnerAttachmentBone
intInitialAltAmmo
intInitialPrimaryAmmo
intInitialSecondaryAmmo
intMaxNegativeYaw
intMaxPositiveYaw
namePitchBone
intPitchDownLimit
intPitchUpLimit
class<Projectile>PrimaryProjectileClass
class<Projectile>ProjectileClass
soundRotateSound
class<Projectile>SecondaryProjectileClass
vectorShakeOffsetMag
vectorShakeOffsetRate
floatShakeOffsetTime
vectorShakeRotMag
vectorShakeRotRate
floatShakeRotTime
nameWeaponFireAttachmentBone
floatWeaponFireOffset
nameYawBone
floatYawEndConstraint
floatYawStartConstraint
Inherited Variables from Engine.Actor
Acceleration, AccumKarmaAngleError, ActorRenderData, AmbientGlow, AmbientSound, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bActorShadows, bAlreadyPrecachedMaterials, bAlreadyPrecachedMeshes, bAlwaysFaceCamera, bAlwaysRelevant, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAttenByLife, bAutoAlignToTerrain, bAutoTraceNotify, bBadStateCode, bBlockActors, bBlockHitPointTraces, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockProjectiles, bBlocksTeleport, bBlockZeroExtentTraces, bBounce, bCanAutoTraceSelect, bCanBeDamaged, bCanTeleport, bClientAnim, bClientAuthoritative, bClientDemoNetFunc, bClientDemoRecording, bClientTrigger, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeferRendering, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDetailAttachment, bDirectional, bDirectionalCorona, bDisableSorting, bDisturbFluidSurface, bDramaticLighting, bDynamicLight, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForceSkelUpdate, bFullVolume, bGameRelevant, bHardAttach, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bIgnoreTerminalVelocity, bIgnoreVehicles, bInterpolating, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNoDelete, bNoRepMesh, bNotifyLocalPlayerTeamReceived, bNotOnDedServer, bObsolete, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOrientToVelocity, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bShouldBaseAtStartup, bShouldStopKarma, bShowOctreeNodes, bSkipActorPropertyReplication, bSmoothKarmaStateUpdates, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTicked, bTimerLoop, bTraceWater, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseCollisionStaticMesh, bUseCylinderCollision, bUseDynamicLights, bUseHighDetailOverlayIndex, bUseLightingFromBase, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, ClientOverlayCounter, ClientOverlayTimer, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, ExcludeTag[8], FluidSurfaceShootStrengthMod, ForcedVisibilityZoneTag, ForceNoise, ForceRadius, ForceScale, ForceType, Group, HardRelMatrix, HighDetailOverlay, HighDetailOverlayIndex, InitialState, Instigator, Inventory, JoinedTag, KParams, KStepTag, LastRenderTime, LastReplicateTime, LatentFloat, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, MaxLights, Mesh, MeshInstance, MessageClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, OverlayMaterial, OverlayTimer, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SoundPitch, SoundRadius, SoundVolume, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, SurfaceType, Tag, Texture, TimerCounter, TimerRate, Touching, TransientSoundRadius, TransientSoundVolume, UV2Mode, UV2Texture, Velocity, XLevel
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[7], Outer

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDoubleClickDir, EDrawType, EFilterState, EFlagState, EForceType, eKillZType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ESurfaceTypes, ETravelType, EUV2Mode
Inherited Enumerations from Core.Object
EAxis, ECamOrientation, EDetailMode, EDrawPivot, ESheerAxis

Structures Summary
VehicleWeaponAIInfo
bTossed, bTrySplash, bLeadTarget, bInstantHit, bFireOnRelease, AimError, WarnTargetPct, RefireRate
Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, FireProperties, KRBVec, KRigidBodyState, KSimParams, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr
Inherited Structures from Core.Object
BoundingVolume, Box, Color, CompressedPosition, Coords, FloatBox, Guid, IntBox, InterpCurve, InterpCurvePoint, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, TMultiMap, Vector

Functions Summary
functionrotator AdjustAim (bool bAltFire))
functionint AltAmmoCount ()))
function AltFire (Controller C))
function AltFire (Controller C))
InstantFireMode
function AltFire (Controller C))
ProjectileFireMode
eventbool AttemptFire (Controller C, bool bAltFire))
functionbyte BestMode ()))
function CalcWeaponFire (bool bWasAltFire))
functionbool CanAttack (Actor Other))
function CeaseFire (Controller C, bool bWasAltFire))
functionfloat ChargeBar ()
function ClientPlayForceFeedback (String EffectName ))
event ClientSpawnHitEffects ()
event ClientSpawnHitEffects ()))
InstantFireMode
function ClientStartFire (Controller C, bool bAltFire))
function ClientStopFire (Controller C, bool bWasAltFire))
functionbool ConsumeAmmo (int Mode))
functionint CustomLimitPitch (int Pitch)
function DecrementRange ()
function Destroyed ()))
function DestroyEffects ()))
function DisplayDebug (Canvas Canvas, out float YL, out float YPos))
function DoCombo ()
function Fire (Controller C))
function Fire (Controller C))
InstantFireMode
function Fire (Controller C))
ProjectileFireMode
event FlashMuzzleFlash (bool bWasAltFire))
functionint GetRange ()
functionstring GetRoundDescription ()
functionbool GiveInitialAmmo ()))
functionbool HasAmmo (int Mode))
function IncrementRange ()
function InitEffects ()))
functionint LimitPitch (int Pitch, rotator ForwardRotation, optional int WeaponYaw)
functionfloat MaxRange ()))
event OwnerEffects ()))
function PostBeginPlay ()))
function PostNetBeginPlay ()))
functionint PrimaryAmmoCount ()))
functionbool ReadyToFire (bool bAltFire))
function SetFireRateModifier (float Modifier))
function SetGRI (GameReplicationInfo GRI))
function ShakeView (bool bWasAltFire))
function SimulateTraceFire (out vector Start, out Rotator Dir, out vector HitLocation, out vector HitNormal ))
function SpawnBeamEffect (Vector Start, Rotator Dir, Vector HitLocation, Vector HitNormal, int ReflectNum)
function SpawnHitEffects (actor HitActor, vector HitLocation, vector HitNormal)
function SpawnHitEffects (actor HitActor, vector HitLocation, vector HitNormal))
InstantFireMode
functionProjectile SpawnProjectile (class<Projectile> ProjClass, bool bAltFire))
function StaticPrecache (LevelInfo L)
function StopForceFeedback (String EffectName ))
function TraceFire (Vector Start, Rotator Dir))
function WeaponCeaseFire (Controller C, bool bWasAltFire)
Inherited Functions from Engine.Actor
*, +, -, AddToPackageMap, AdjustVolume, AllActors, AllowMusicPlayback, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, AnimStopLooping, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BlocksShotAt, BoneRefresh, BroadcastLocalizedMessage, Bump, CanSplash, ChangeBaseParamsFeedbackEffect, ChangeSpringFeedbackEffect, CheckAchievementEvents, CheckForErrors, CheckMaxEffectDistance, ChildActors, ClearStayingDebugLines, ClientTrigger, Clock, CollidingActors, ConsoleCommand, CopyObjectToClipboard, Crash, CurrentLIPSincAnim, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, DisplayDebug, DrawDebugCircle, DrawDebugLine, DrawDebugSphere, DrawStayingDebugLine, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishedInterpolation, FinishInterpolation, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAllInt, GetAllIntDesc, GetAnimDuration, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClosestBone, GetCollisionExtent, GetDebugName, GetEventColor, GetEvents, GetHumanReadableName, GetLocalString, GetMapName, GetMeshName, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, GetSoundDuration, GetURLMap, GetUrlOption, HasAnim, HasLIPSincAnim, HealDamage, HitPointTrace, HitWall, HurtRadius, IsAnimating, IsInPain, IsInVolume, IsJoinedTo, IsPlayingLIPSincAnim, IsStationary, IsTweening, KAddAngularImpulse, KAddBoneLifter, KAddImpulse, KApplyForce, KDisableCollision, KDrawRigidBodyState, KEnableCollision, KFreezeRagdoll, KGetActorGravScale, KGetCOMOffset, KGetCOMPosition, KGetDampingProps, KGetFriction, KGetImpactThreshold, KGetInertiaTensor, KGetMass, KGetRBQuaternion, KGetRestitution, KGetRigidBodyState, KGetSimParams, KGetSkelMass, KilledBy, KImpact, KIsAwake, KIsRagdollAvailable, KMakeRagdollAvailable, KRBVecFromVector, KRBVecToVector, KRemoveAllBoneLifters, KRemoveLifterFromBone, KScaleJointLimits, KSetActorGravScale, KSetBlockKarma, KSetCOMOffset, KSetDampingProps, KSetFriction, KSetImpactThreshold, KSetInertiaTensor, KSetMass, KSetRestitution, KSetSimParams, KSetSkelVel, KSetStayUpright, KSetStayUprightParams, KSkelConvulse, KUpdateState, KVelDropBelow, KWake, Landed, LinkMesh, LinkSkelAnim, LIPSincAnimEnd, LockRootMotion, LoopAnim, LostChild, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, NearSpot, NotifyLocalPlayerDead, NotifyLocalPlayerTeamReceived, NotifySelected, OnlyAffectPawns, PauseStream, PawnBaseDied, PhysicsVolumeChange, PlayAnim, PlayerCanSeeMe, PlayFeedbackEffect, PlayLIPSincAnim, PlayMusic, PlayOwnedSound, PlaySound, PlayStream, PlayTeleportEffect, PostBeginPlay, PostLoadSavedGame, PostNetBeginPlay, PostNetReceive, PostTeleport, PostTouch, POVChanged, PreBeginPlay, PrecacheAnnouncer, PreSaveGame, PreTeleport, RadiusActors, RanInto, ReceivedEvent, RecoverFromBadStateCode, RenderOverlays, RenderTexture, Reset, ResetStaticFilterState, SeekStream, SelfTriggered, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDelayedDamageInstigatorController, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetLocation, SetOverlayMaterial, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTimer, ShouldBeHidden, Sleep, Spawn, SpecialHandling, StartInterpolation, StopAllMusic, StopAnimating, StopFeedbackEffect, StopLIPSincAnim, StopMusic, StopStream, SuggestFallVelocity, TakeDamage, TeamLink, TextToSpeech, Tick, Timer, TimerPop, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TraceThisActor, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnClock, UnTouch, UnTrigger, UntriggerEvent, UpdateAnnouncements, UpdateDefaultMesh, UpdateDefaultStaticMesh, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes, UpdateURL, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AllObjects, Asc, Asin, Atan, BeginState, Caps, Ceil, Chr, Clamp, ClassIsChildOf, ClearConfig, ClockwiseFrom, Cos, Created, Cross, Disable, Divide, Dot, DynamicLoadObject, EatStr, Enable, EndState, Eval, Exp, FClamp, FindObject, FMax, FMin, FRand, GetAxes, GetEnum, GetItemName, GetPerObjectNames, GetPropertyText, GetReferencers, GetStateName, GetUnAxes, GotoState, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Invert, IsA, IsInState, IsOnConsole, IsSoaking, Left, Len, Lerp, Localize, Locs, Log, Loge, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, OrthoRotation, PlatformIs64Bit, PlatformIsMacOS, PlatformIsOpenGL, PlatformIsUnix, PlatformIsWindows, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, Repl, ReplaceText, ResetConfig, Right, RotRand, Round, SaveConfig, SetPropertyText, Sin, Smerp, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, StopWatch, StrCmp, Tan, VRand, VSize, VSizeSquared, Warn, ^, ^^, |, ||, ~, ~=

States Summary
InstantFireMode Source code
state InstantFireMode
AltFire, ClientSpawnHitEffects, Fire, SpawnHitEffects
ProjectileFireMode Source code
state ProjectileFireMode
AltFire, Fire


Variables Detail

AIInfo[2] Source code

var VehicleWeaponAIInfo AIInfo[2];

AimLockReleaseTime Source code

var float AimLockReleaseTime;

AimTraceRange Source code

var float AimTraceRange;

AltAmmoCharge Source code

var int AltAmmoCharge;

AltFireSpread Source code

var float AltFireSpread;

AmbientEffectEmitter Source code

var WeaponAmbientEmitter AmbientEffectEmitter;

bActive Source code

var bool bActive;

bCallInstigatorPostRender Source code

var bool bCallInstigatorPostRender;

bCorrectAim Source code

var const bool bCorrectAim;

bDoOffsetTrace Source code

var bool bDoOffsetTrace;

BeginningIdleAnim Source code

var name BeginningIdleAnim;

bFiredPendingPrimary Source code

var bool bFiredPendingPrimary;

bForceCenterAim Source code

var bool bForceCenterAim;

bInstantRotation Source code

var bool bInstantRotation;

bIsAltFire Source code

var bool bIsAltFire;

bIsRepeatingFF Source code

var bool bIsRepeatingFF;

bMultipleRoundTypes Source code

var bool bMultipleRoundTypes;

bPrimaryIgnoreFireCountdown Source code

var bool bPrimaryIgnoreFireCountdown;

bRotateSoundFromPawn Source code

var bool bRotateSoundFromPawn;

bShowChargingBar Source code

var bool bShowChargingBar;

bUseTankTurretRotation Source code

var bool bUseTankTurretRotation;

CurrentAim Source code

var rotator CurrentAim;

CurrentHitLocation Source code

var vector CurrentHitLocation;

CurrentRangeIndex Source code

var byte CurrentRangeIndex;

DamageMax Source code

var int DamageMax;

DamageMin Source code

var int DamageMin;

DamageType Source code

var class<DamageType> DamageType;

DebugInfo Source code

var string DebugInfo;

EffectEmitter Source code

var Emitter EffectEmitter;

FireCountdown Source code

var float FireCountdown;

FiringMode Source code

var byte FiringMode;

FlashCount Source code

var byte FlashCount;

FlashEmitter Source code

var Emitter FlashEmitter;

HitCount Source code

var byte HitCount;

LastHitLocation Source code

var vector LastHitLocation;

LastRotation Source code

var rotator LastRotation;

MainAmmoCharge[2] Source code

var int MainAmmoCharge[2];

Momentum Source code

var float Momentum;

OldFlashCount Source code

var byte OldFlashCount;

OldHitCount Source code

var byte OldHitCount;

Projectiles Source code

var array<Projectile> Projectiles;

RotateSoundThreshold Source code

var float RotateSoundThreshold;

RotationsPerSecond Source code

var float RotationsPerSecond;

SavedFireProperties[2] Source code

var FireProperties SavedFireProperties[2];

Spread Source code

var float Spread;

TraceRange Source code

var float TraceRange;

WeaponFireLocation Source code

var vector WeaponFireLocation;

WeaponFireRotation Source code

var rotator WeaponFireRotation;

WeaponOffset Source code

var vector WeaponOffset;

YawConstraintDelta Source code

var float YawConstraintDelta;

VehicleWeapon

AltFireEndSound Source code

var(VehicleWeapon) sound AltFireEndSound;

AltFireForce Source code

var(VehicleWeapon) string AltFireForce;

AltFireInterval Source code

var(VehicleWeapon) float AltFireInterval;

AltFireOffset Source code

var(VehicleWeapon) vector AltFireOffset;

AltFireProjectileClass Source code

var(VehicleWeapon) class<Projectile> AltFireProjectileClass;

AltFireSoundClass Source code

var(VehicleWeapon) sound AltFireSoundClass;

AltFireSoundRadius Source code

var(VehicleWeapon) float AltFireSoundRadius;

AltFireSoundScaling Source code

var(VehicleWeapon) float AltFireSoundScaling;

AltFireSoundVolume Source code

var(VehicleWeapon) float AltFireSoundVolume;

AltShakeOffsetMag Source code

var(VehicleWeapon) vector AltShakeOffsetMag;

AltShakeOffsetRate Source code

var(VehicleWeapon) vector AltShakeOffsetRate;

AltShakeOffsetTime Source code

var(VehicleWeapon) float AltShakeOffsetTime;

AltShakeRotMag Source code

var(VehicleWeapon) vector AltShakeRotMag;

AltShakeRotRate Source code

var(VehicleWeapon) vector AltShakeRotRate;

AltShakeRotTime Source code

var(VehicleWeapon) float AltShakeRotTime;

AmbientEffectEmitterClass Source code

var(VehicleWeapon) class<WeaponAmbientEmitter> AmbientEffectEmitterClass;

AmbientSoundScaling Source code

var(VehicleWeapon) float AmbientSoundScaling;

bAimable Source code

var(VehicleWeapon) bool bAimable;

bAmbientAltFireSound Source code

var(VehicleWeapon) bool bAmbientAltFireSound;

bAmbientEmitterAltFireOnly Source code

var(VehicleWeapon) bool bAmbientEmitterAltFireOnly;

bAmbientFireSound Source code

var(VehicleWeapon) bool bAmbientFireSound;

bDualIndependantTargeting Source code

var(VehicleWeapon) bool bDualIndependantTargeting;

bInheritVelocity Source code

var(VehicleWeapon) bool bInheritVelocity;

bInstantFire Source code

var(VehicleWeapon) bool bInstantFire;

bLimitYaw Source code

var(VehicleWeapon) bool bLimitYaw;

bReflective Source code

var(VehicleWeapon) bool bReflective;

bShowAimCrosshair Source code

var(VehicleWeapon) bool bShowAimCrosshair;

CustomPitchDownLimit Source code

var(VehicleWeapon) int CustomPitchDownLimit;

CustomPitchUpLimit Source code

var(VehicleWeapon) int CustomPitchUpLimit;

DualFireOffset Source code

var(VehicleWeapon) float DualFireOffset;

EffectEmitterClass Source code

var(VehicleWeapon) class<Emitter> EffectEmitterClass;

FireEndSound Source code

var(VehicleWeapon) sound FireEndSound;

FireForce Source code

var(VehicleWeapon) string FireForce;

FireInterval Source code

var(VehicleWeapon) float FireInterval;

FireIntervalAimLock Source code

var(VehicleWeapon) float FireIntervalAimLock;

FireSoundClass Source code

var(VehicleWeapon) sound FireSoundClass;

FireSoundPitch Source code

var(VehicleWeapon) float FireSoundPitch;

FireSoundRadius Source code

var(VehicleWeapon) float FireSoundRadius;

FireSoundVolume Source code

var(VehicleWeapon) float FireSoundVolume;

FlashEmitterClass Source code

var(VehicleWeapon) class<Emitter> FlashEmitterClass;

GunnerAttachmentBone Source code

var(VehicleWeapon) name GunnerAttachmentBone;

InitialAltAmmo Source code

var(VehicleWeapon) int InitialAltAmmo;

InitialPrimaryAmmo Source code

var(VehicleWeapon) int InitialPrimaryAmmo;

InitialSecondaryAmmo Source code

var(VehicleWeapon) int InitialSecondaryAmmo;

MaxNegativeYaw Source code

var(VehicleWeapon) int MaxNegativeYaw;

MaxPositiveYaw Source code

var(VehicleWeapon) int MaxPositiveYaw;

PitchBone Source code

var(VehicleWeapon) name PitchBone;

PitchDownLimit Source code

var(VehicleWeapon) int PitchDownLimit;

PitchUpLimit Source code

var(VehicleWeapon) int PitchUpLimit;

PrimaryProjectileClass Source code

var(VehicleWeapon) class<Projectile> PrimaryProjectileClass;

ProjectileClass Source code

var(VehicleWeapon) class<Projectile> ProjectileClass;

RotateSound Source code

var(VehicleWeapon) sound RotateSound;

SecondaryProjectileClass Source code

var(VehicleWeapon) class<Projectile> SecondaryProjectileClass;

ShakeOffsetMag Source code

var(VehicleWeapon) vector ShakeOffsetMag;

ShakeOffsetRate Source code

var(VehicleWeapon) vector ShakeOffsetRate;

ShakeOffsetTime Source code

var(VehicleWeapon) float ShakeOffsetTime;

ShakeRotMag Source code

var(VehicleWeapon) vector ShakeRotMag;

ShakeRotRate Source code

var(VehicleWeapon) vector ShakeRotRate;

ShakeRotTime Source code

var(VehicleWeapon) float ShakeRotTime;

WeaponFireAttachmentBone Source code

var(VehicleWeapon) name WeaponFireAttachmentBone;

WeaponFireOffset Source code

var(VehicleWeapon) float WeaponFireOffset;

YawBone Source code

var(VehicleWeapon) name YawBone;

YawEndConstraint Source code

var(VehicleWeapon) float YawEndConstraint;

YawStartConstraint Source code

var(VehicleWeapon) float YawStartConstraint;


Structures Detail

VehicleWeaponAIInfo Source code

struct VehicleWeaponAIInfo
{
var float AimError;
var bool bFireOnRelease;
var bool bInstantHit;
var bool bLeadTarget;
var bool bTossed;
var bool bTrySplash;
var float RefireRate;
var float WarnTargetPct;
};



Functions Detail

AdjustAim Source code

function rotator AdjustAim ( bool bAltFire) )

AltAmmoCount Source code

simulated function int AltAmmoCount ( ) )

AltFire Source code

function AltFire ( Controller C) )

AltFire InstantFireMode Source code

function AltFire ( Controller C) )

AltFire ProjectileFireMode Source code

function AltFire ( Controller C) )

AttemptFire Source code

event bool AttemptFire ( Controller C, bool bAltFire) )

BestMode Source code

function byte BestMode ( ) )

CalcWeaponFire Source code

simulated function CalcWeaponFire ( bool bWasAltFire) )

CanAttack Source code

function bool CanAttack ( Actor Other) )

CeaseFire Source code

function CeaseFire ( Controller C, bool bWasAltFire) )

ChargeBar Source code

simulated function float ChargeBar ( )

ClientPlayForceFeedback Source code

simulated function ClientPlayForceFeedback ( String EffectName ) )

ClientSpawnHitEffects Source code

simulated event ClientSpawnHitEffects ( )

ClientSpawnHitEffects InstantFireMode Source code

simulated event ClientSpawnHitEffects ( ) )

ClientStartFire Source code

simulated function ClientStartFire ( Controller C, bool bAltFire) )

ClientStopFire Source code

simulated function ClientStopFire ( Controller C, bool bWasAltFire) )

ConsumeAmmo Source code

simulated function bool ConsumeAmmo ( int Mode) )

CustomLimitPitch Source code

native function int CustomLimitPitch ( int Pitch )

DecrementRange Source code

function DecrementRange ( )

Destroyed Source code

simulated function Destroyed ( ) )

DestroyEffects Source code

simulated function DestroyEffects ( ) )

DisplayDebug Source code

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

DoCombo Source code

function DoCombo ( )

Fire Source code

function Fire ( Controller C) )

Fire InstantFireMode Source code

function Fire ( Controller C) )

Fire ProjectileFireMode Source code

function Fire ( Controller C) )

FlashMuzzleFlash Source code

simulated event FlashMuzzleFlash ( bool bWasAltFire) )

GetRange Source code

simulated function int GetRange ( )

GetRoundDescription Source code

simulated function string GetRoundDescription ( )

GiveInitialAmmo Source code

function bool GiveInitialAmmo ( ) )

HasAmmo Source code

simulated function bool HasAmmo ( int Mode) )

IncrementRange Source code

function IncrementRange ( )

InitEffects Source code

simulated function InitEffects ( ) )

LimitPitch Source code

native function int LimitPitch ( int Pitch, rotator ForwardRotation, optional int WeaponYaw )

MaxRange Source code

simulated function float MaxRange ( ) )

OwnerEffects Source code

simulated event OwnerEffects ( ) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

PrimaryAmmoCount Source code

simulated function int PrimaryAmmoCount ( ) )

ReadyToFire Source code

simulated function bool ReadyToFire ( bool bAltFire) )

SetFireRateModifier Source code

simulated function SetFireRateModifier ( float Modifier) )

SetGRI Source code

simulated function SetGRI ( GameReplicationInfo GRI) )

ShakeView Source code

simulated function ShakeView ( bool bWasAltFire) )

SimulateTraceFire Source code

simulated function SimulateTraceFire ( out vector Start, out Rotator Dir, out vector HitLocation, out vector HitNormal ) )

SpawnBeamEffect Source code

function SpawnBeamEffect ( Vector Start, Rotator Dir, Vector HitLocation, Vector HitNormal, int ReflectNum )

SpawnHitEffects Source code

function SpawnHitEffects ( actor HitActor, vector HitLocation, vector HitNormal )

SpawnHitEffects InstantFireMode Source code

simulated function SpawnHitEffects ( actor HitActor, vector HitLocation, vector HitNormal) )

SpawnProjectile Source code

function Projectile SpawnProjectile ( class<Projectile> ProjClass, bool bAltFire) )

StaticPrecache Source code

static function StaticPrecache ( LevelInfo L )

StopForceFeedback Source code

simulated function StopForceFeedback ( String EffectName ) )

TraceFire Source code

function TraceFire ( Vector Start, Rotator Dir) )

WeaponCeaseFire Source code

function WeaponCeaseFire ( Controller C, bool bWasAltFire )


Defaultproperties

defaultproperties
{
     YawEndConstraint=65535.000000
     PitchUpLimit=5000
     PitchDownLimit=60000
     RotationsPerSecond=0.750000
     bAimable=True
     bShowAimCrosshair=True
     bCorrectAim=True
     FireInterval=0.500000
     FireSoundVolume=160.000000
     FireSoundRadius=300.000000
     FireSoundPitch=1.000000
     AltFireSoundVolume=160.000000
     AltFireSoundRadius=300.000000
     RotateSoundThreshold=50.000000
     AmbientSoundScaling=1.000000
     DamageMin=6
     DamageMax=6
     TraceRange=10000.000000
     Momentum=1.000000
     AIInfo(0)=(aimerror=600.000000,RefireRate=0.900000)
     AIInfo(1)=(aimerror=600.000000,RefireRate=0.900000)
     DrawType=DT_Mesh
     bIgnoreEncroachers=True
     bReplicateInstigator=True
     RemoteRole=ROLE_SimulatedProxy
     NetUpdateFrequency=5.000000
     SoundVolume=255
     SoundRadius=100.000000
     bBlockZeroExtentTraces=False
     bBlockNonZeroExtentTraces=False
     bNoRepMesh=True
}

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Creation time: Fri 13-10-2023 03:18:57.003 - Created with UnCodeX