Extends: Weapon
Modifiers:
Source code
ASMD.
Core.Object
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+-- Engine.Actor
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+-- Engine.Inventory
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+-- Engine.Weapon
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+-- UnrealShare.ASMD
| 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 |
 | | AltFire (float Value)
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 | | AltFire (float F) ComboMove |
 | | BecomePickup ()
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 | | BeginState () Idle |
 | | EndState () Idle |
 | | Finish ()
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 | | Fire (float F) ComboMove |
 | | PlayAltFiring ()
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 | | PlayFiring ()
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 | | PlayIdleAnim ()
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 | | ProcessTraceHit (Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z)
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 | Projectile | ProjectileFire (class<projectile> ProjClass, float ProjSpeed, bool bWarn)
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 | float | RateSelf (out int bUseAltMode)
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 | inventory | SpawnCopy (pawn Other)
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 | | SpawnEffect (Vector DVector, int NumPoints, rotator SmokeRotation, vector SmokeLocation)
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 | | Tick (float DeltaTime) ComboMove |
 | | Timer ()
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 | | TraceFire (float Accuracy)
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| 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 |
var bool bBotSpecialMove;
var int HitDamage;
function AltFire (float Value)
function AltFire (float F)
function BecomePickup ()
function BeginState ()
function EndState ()
function Finish ()
function Fire (float F)
function PlayAltFiring ()
function PlayFiring ()
function PlayIdleAnim ()
function float RateSelf (out int bUseAltMode)
function SpawnEffect (
Vector DVector,
int NumPoints,
rotator SmokeRotation,
vector SmokeLocation)
function Tick (float DeltaTime)
function Timer ()
function TraceFire (float Accuracy)
defaultproperties
{
itemname="ASMD"
bSplashDamage=true
hitdamage=35
AltProjectileClass=class'UnrealShare.TazerProj'
AmmoName=Class'UnrealShare.ASMDAmmo'
PickupAmmoCount=20
bInstantHit=True
bAltWarnTarget=True
FireOffset=(X=12.000000,Y=-6.000000,Z=-7.000000)
AIRating=0.600000
AltRefireRate=0.700000
FireSound=Sound'UnrealShare.ASMD.TazerFire'
AltFireSound=Sound'UnrealShare.ASMD.TazerAltFire'
SelectSound=Sound'UnrealShare.ASMD.TazerSelect'
Misc1Sound=Sound'UnrealShare.ASMD.Vapour'
AutoSwitchPriority=4
InventoryGroup=4
PickupMessage="You got the ASMD"
PlayerViewOffset=(X=3.500000,Y=-1.800000,Z=-2.000000)
PlayerViewMesh=Mesh'UnrealShare.ASMDM'
PickupViewMesh=Mesh'UnrealShare.ASMDPick'
ThirdPersonMesh=Mesh'UnrealShare.ASMD3'
PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
Mesh=Mesh'UnrealShare.ASMDPick'
bNoSmooth=False
bMeshCurvy=False
CollisionRadius=28.000000
CollisionHeight=8.000000
Mass=50.000000
DeathMessage="%k inflicted mortal damage upon %o with the %w."
}
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Creation time: Wed 26/5/2004 10:46:39.156 - Created with
UnCodeX