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DeusEx.DeusExWeapon

Extends
Weapon
Modifiers
abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- DeusEx.DeusExWeapon

Direct Known Subclasses:

WeaponAssaultGun, WeaponAssaultShotgun, WeaponBaton, WeaponCombatKnife, WeaponCrowbar, WeaponEMPGrenade, WeaponFlamethrower, WeaponGasGrenade, WeaponGEPGun, WeaponHideAGun, WeaponLAM, WeaponLAW, WeaponMiniCrossbow, WeaponNanoSword, WeaponNanoVirusGrenade, WeaponNPCMelee, WeaponNPCRanged, WeaponPepperGun, WeaponPistol, WeaponPlasmaRifle, WeaponProd, WeaponRifle, WeaponSawedOffShotgun, WeaponShuriken, WeaponStealthPistol, WeaponSword

Variables Summary
floatAIFireDelay
floatAIMaxRange
floatAIMinRange
floatAITimeLimit
boolbCanHaveLaser
boolbCanHaveModAccurateRange
boolbCanHaveModBaseAccuracy
boolbCanHaveModRecoilStrength
boolbCanHaveModReloadCount
boolbCanHaveModReloadTime
boolbCanHaveScope
boolbCanHaveSilencer
boolbClientReady
boolbClientReadyToFire
boolbDestroyOnFinish
boolbEmitWeaponDrawn
boolbFallbackWeapon
boolbFiring
boolbFlameOn
boolbInProcess
boolbLasing
boolbLooping
boolbNativeAttack
boolbNearWall
boolbNeedToSetMPPickupAmmo
boolbOwnerWillNotify
boolbReadyToFire
boolbUseAsDrawnWeapon
boolbUseWhileCrouched
boolbWasInFiring
boolbWasZoomed
boolbZoomed
intClipCount
floatcurrentAccuracy
LaserEmitterEmitter
intflameShotCount
MuzzleFlashflash
ELockModeLockMode
ActorLockTarget
floatLockTimer
floatMaintainLockTimer
floatMinProjSpreadAcc
floatMinSpreadAcc
floatMinWeaponAcc
floatModAccurateRange
floatModBaseAccuracy
floatModRecoilStrength
floatModReloadCount
floatModReloadTime
intmpAccurateRange
floatmpBaseAccuracy
intmpHitDamage
intmpMaxRange
intmpPickupAmmoCount
intmpReloadCount
floatmpReloadTime
StringmsgAlreadyHas
StringmsgCannotBeReloaded
StringmsgInfoAccRange
StringmsgInfoAccuracy
StringmsgInfoAmmo
StringmsgInfoAmmoLoaded
StringmsgInfoAuto
StringmsgInfoClip
StringmsgInfoDamage
StringmsgInfoLaser
StringmsgInfoMass
StringmsgInfoMaxRange
StringmsgInfoNA
StringmsgInfoNo
StringmsgInfoRecoil
StringmsgInfoReload
StringmsgInfoROF
StringmsgInfoRounds
StringmsgInfoRoundsPerSec
StringmsgInfoScope
StringmsgInfoSilencer
StringmsgInfoSingle
StringmsgInfoSkill
StringmsgInfoWeaponStats
StringmsgInfoYes
StringmsgLockAcquire
StringmsgLockInvalid
StringmsgLockLocked
StringmsgLockRange
StringmsgMassUnit
StringmsgNone
StringmsgNotWorking
StringmsgNowHas
StringmsgOutOf
StringmsgRangeUnit
StringmsgTimeUnit
VectorplaceLocation
MoverplaceMover
VectorplaceNormal
floatShakePitch
floatShakeTimer
floatShakeYaw
intSimAmmoAmount
intSimClipCount
floatSoundTimer
floatstandingTimer
vectorSwingOffset
ActorTarget
stringTargetMessage
floatTargetRange
floatTimeLockSet
DeusExWeapon
intAccurateRange
class<Ammo>AmmoNames[3]
EAreaTypeAreaOfEffect
floatBaseAccuracy
boolbAutomatic
boolbCanTrack
boolbHandToHand
boolbHasLaser
boolbHasMuzzleFlash
boolbHasScope
boolbHasSilencer
boolbPenetrating
EConcealabilityConcealability
EEnemyEffectiveEnemyEffective
EEnviroEffectiveEnviroEffective
class<Skill>GoverningSkill
intHitDamage
SoundLockedSound
floatLockTime
intLowAmmoWaterMark
intMaxRange
floatNoiseLevel
class<Projectile>ProjectileNames[3]
floatrecoilStrength
floatReloadTime
intScopeFOV
floatShotTime
floatStunDuration
SoundTrackingSound
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, bCanUseObjectBelt, bDisplayableInv, beltDescription, beltPos, bFirstFrame, bHeldItem, bInObjectBelt, bInstantRespawn, bIsAnArmor, bMuzzleFlashParticles, BobDamping, bRotatingPickup, bSleepTouch, bSteadyFlash3rd, bSteadyToggle, bToggleSteadyFlash, bTossedOut, Charge, DeActivateSound, description, FlashCount, Icon, InventoryGroup, invPosX, invPosY, invSlotsX, invSlotsY, ItemArticle, ItemMessageClass, ItemName, LandSound, largeIcon, largeIconHeight, largeIconWidth, 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

Enumerations Summary
EAreaType
AOE_Point, AOE_Cone, AOE_Sphere
EConcealability
CONC_None, CONC_Visual, CONC_Metal, CONC_All
EEnemyEffective
ENMEFF_All, ENMEFF_Organic, ENMEFF_Robot
EEnviroEffective
ENVEFF_All, ENVEFF_Air, ENVEFF_Water, ENVEFF_Vacuum, ENVEFF_AirWater, ENVEFF_AirVacuum, ENVEFF_WaterVacuum
ELockMode
LOCK_None, LOCK_Invalid, LOCK_Range, LOCK_Acquire, LOCK_Locked

Functions Summary
functionActor AcquireTarget ()))
functionint AmmoAvailable (int ammoNum))
functionint AmmoLeftInClip ()))
function AnimEnd ()))
ClientFiring
function AnimEnd ()))
Idle
function AnimEnd ()))
NormalFire
function BaseChange ()))
function BeginState ()))
Pickup
function BringUp ()))
functionString BuildPercentString (Float value))
functionvector CalcDrawOffset ()))
functionfloat CalculateAccuracy ()))
functionbool CanLoadAmmoType (Ammo ammo))
functionbool CanReload ()))
function ClientActive ()))
function ClientDownWeapon ()))
functionbool ClientFire (float value ))
function ClientReFire (float value ))
function ClientReload ()))
functionVector ComputeProjectileStart (Vector X, Vector Y, Vector Z))
functionString CR ()))
function CycleAmmo ()))
function DestroyOnFinish ()))
function EraseMuzzleFlashTexture ()))
function Finish ()))
function Fire (float Value))
function ForceAltFire ()))
function ForceFire ()))
functionString FormatFloatString (float value, float precision))
function GenerateBullet ()))
function GetAIVolume (out float volume, out float radius))
functionfloat GetReloadTime ()))
Reload
functionfloat GetShotTime ()))
FlameThrowerOn
functionfloat GetShotTime ()))
NormalFire
functionfloat GetSimReloadTime ()))
SimReload
functionfloat GetSimShotTime ()))
ClientFiring
functionname GetWallMaterial (vector HitLocation, vector HitNormal))
function GetWeaponRanges (out float wMinRange, out float wMaxAccurateRange, out float wMaxRange))
functionfloat GetWeaponSkill ()))
functionbool HandlePickupQuery (Inventory Item))
function HandToHandAttack ()))
functionbool HasAccuracyMod ()))
functionbool HasClipMod ()))
functionbool HasMaxAccuracyMod ()))
functionbool HasMaxClipMod ()))
functionbool HasMaxRangeMod ()))
functionbool HasMaxRecoilMod ()))
functionbool HasMaxReloadMod ()))
functionbool HasRangeMod ()))
functionbool HasRecoilMod ()))
functionbool HasReloadMod ()))
function IdleFunction ()))
function LaserOff ()))
function LaserOn ()))
function LaserToggle ()))
functionbool LoadAmmo (int ammoNum))
function LoadAmmoClass (Class<Ammo> ammoClass))
function LoadAmmoType (Ammo ammo))
functionbool MustReload ()))
function MuzzleFlashLight ()))
functionbool NearWallCheck ()))
function NotifyOwner (bool bStart))
Reload
functionint NumAmmoTypesAvailable ()))
functionint NumClips ()))
function OwnerHandToHandAttack ()))
function PlaceGrenade ()))
function PlayFiringSound ()))
function PlayIdleAnim ()))
function PlayLandingSound ()))
function PlayLockSound ()))
function PlayPostSelect ()))
function PlaySelectiveFiring ()))
functionint PlaySimSound (Sound snd, ESoundSlot Slot, float Volume, float Radius ))
function PostBeginPlay ()))
function PreBeginPlay ()))
function ProcessTraceHit (Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z))
functionProjectile ProjectileFire (class<projectile> ProjClass, float ProjSpeed, bool bWarn))
function PropagateLockState (ELockMode NewMode, Actor NewTarget))
functionbool PutDown ()))
functionbool PutDown ()))
Active
functionbool PutDown ()))
DownWeapon
functionbool PutDown ()))
Idle
function ReadyClientToFire (bool bReady ))
function ReadyToFire ()))
function RefreshScopeDisplay (DeusExPlayer player, bool bInstant, bool bScopeOn))
function ReloadAmmo ()))
function SawedOffCockSound ()))
function ScopeOff ()))
function ScopeOn ()))
function ScopeToggle ()))
function SelectiveSpawnEffects (Vector HitLocation, Vector HitNormal, Actor Other, float Damage))
function ServerDoneReloading ()))
function ServerForceFire ()))
function ServerGenerateBullet ()))
function ServerGotoFinishFire ()))
function ServerHandleNotify (bool bInstantHit, class<projectile> ProjClass, float ProjSpeed, bool bWarn ))
function SetClientAmmoParams (bool bInstant, bool bAuto, float sTime, Sound FireSnd, class<projectile> pClass, float pSpeed ))
function SetLockMode (ELockMode NewMode))
function SimFinish ()))
function SimGenerateBullet ()))
function SpawnBlood (Vector HitLocation, Vector HitNormal))
function SpawnEffects (Vector HitLocation, Vector HitNormal, Actor Other, float Damage))
function SpawnEffectSounds (Vector HitLocation, Vector HitNormal, Actor Other, float Damage ))
function StartFlame ()))
function StopFlame ()))
function SwapMuzzleFlashTexture ()))
functionbool TestMPBeltSpot (int BeltSpot))
function Tick (float deltaTime))
function Timer ()))
function Timer ()))
Idle
function Timer ()))
SimIdle
function TraceFire (float Accuracy ))
function TravelPostAccept ()))
function UpdateAmmoInfo (Object winObject, Class<DeusExAmmo> ammoClass))
functionbool UpdateInfo (Object winObject))
functionname WeaponDamageType ()))
Inherited Functions from Engine.Weapon
AltFire, AnimEnd, BecomeItem, BecomePickup, BeginState, BotDesireability, BringUp, CheckVisibility, ClientAltFire, ClientFire, ClientPutDown, ClientSetHandedness, 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, Frob, GetHumanName, GiveTo, HandlePickupQuery, InventoryCapsFloat, InventoryCapsString, Landed, OwnerJumped, PlayLandingSound, PostBeginPlay, PrioritizeArmor, RecommendWeapon, ReduceDamage, RenderOverlays, SelectNext, SetOwnerDisplay, SetRespawn, SpawnCopy, TestMPBeltSpot, TravelPreAccept, UpdateInfo, Use, ValidTouch, WeaponChange, ZoneChange

States Summary
Active Source code
state Active
PutDown
ClientFiring Source code
simulated state ClientFiring
AnimEnd, GetSimShotTime
DownWeapon Source code
state DownWeapon
PutDown
FinishFire Source code
state FinishFire
FlameThrowerOn Source code
state FlameThrowerOn
GetShotTime
Idle Source code
state Idle
AnimEnd, PutDown, Timer
NormalFire Source code
state NormalFire
AnimEnd, GetShotTime
Pickup Source code
state Pickup
BeginState
Reload Source code
state Reload
GetReloadTime, NotifyOwner
SimActive Source code
simulated state SimActive
SimDownweapon Source code
simulated state SimDownweapon
SimFinishFire Source code
simulated state SimFinishFire
SimIdle Source code
simulated state SimIdle
Timer
SimQuickFinish Source code
simulated state SimQuickFinish
SimReload Source code
simulated state SimReload
GetSimReloadTime


Variables Detail

AIFireDelay Source code

var float AIFireDelay;

AIMaxRange Source code

var float AIMaxRange;

AIMinRange Source code

var float AIMinRange;

AITimeLimit Source code

var float AITimeLimit;

bCanHaveLaser Source code

var bool bCanHaveLaser;

bCanHaveModAccurateRange Source code

var bool bCanHaveModAccurateRange;

bCanHaveModBaseAccuracy Source code

var bool bCanHaveModBaseAccuracy;

bCanHaveModRecoilStrength Source code

var bool bCanHaveModRecoilStrength;

bCanHaveModReloadCount Source code

var bool bCanHaveModReloadCount;

bCanHaveModReloadTime Source code

var bool bCanHaveModReloadTime;

bCanHaveScope Source code

var bool bCanHaveScope;

bCanHaveSilencer Source code

var bool bCanHaveSilencer;

bClientReady Source code

var bool bClientReady;

bClientReadyToFire Source code

var bool bClientReadyToFire;

bDestroyOnFinish Source code

var bool bDestroyOnFinish;

bEmitWeaponDrawn Source code

var bool bEmitWeaponDrawn;

bFallbackWeapon Source code

var bool bFallbackWeapon;

bFiring Source code

var bool bFiring;

bFlameOn Source code

var bool bFlameOn;

bInProcess Source code

var bool bInProcess;

bLasing Source code

var bool bLasing;

bLooping Source code

var bool bLooping;

bNativeAttack Source code

var bool bNativeAttack;

bNearWall Source code

var bool bNearWall;

bNeedToSetMPPickupAmmo Source code

var bool bNeedToSetMPPickupAmmo;

bOwnerWillNotify Source code

var bool bOwnerWillNotify;

bReadyToFire Source code

var bool bReadyToFire;

bUseAsDrawnWeapon Source code

var bool bUseAsDrawnWeapon;

bUseWhileCrouched Source code

var bool bUseWhileCrouched;

bWasInFiring Source code

var bool bWasInFiring;

bWasZoomed Source code

var bool bWasZoomed;

bZoomed Source code

var bool bZoomed;

ClipCount Source code

var travel int ClipCount;

currentAccuracy Source code

var float currentAccuracy;

Emitter Source code

var LaserEmitter Emitter;

flameShotCount Source code

var int flameShotCount;

flash Source code

var MuzzleFlash flash;

LockMode Source code

var ELockMode LockMode;

LockTarget Source code

var Actor LockTarget;

LockTimer Source code

var float LockTimer;

MaintainLockTimer Source code

var float MaintainLockTimer;

MinProjSpreadAcc Source code

var float MinProjSpreadAcc;

MinSpreadAcc Source code

var float MinSpreadAcc;

MinWeaponAcc Source code

var float MinWeaponAcc;

ModAccurateRange Source code

var travel float ModAccurateRange;

ModBaseAccuracy Source code

var travel float ModBaseAccuracy;

ModRecoilStrength Source code

var travel float ModRecoilStrength;

ModReloadCount Source code

var travel float ModReloadCount;

ModReloadTime Source code

var travel float ModReloadTime;

mpAccurateRange Source code

var int mpAccurateRange;

mpBaseAccuracy Source code

var float mpBaseAccuracy;

mpHitDamage Source code

var int mpHitDamage;

mpMaxRange Source code

var int mpMaxRange;

mpPickupAmmoCount Source code

var int mpPickupAmmoCount;

mpReloadCount Source code

var int mpReloadCount;

mpReloadTime Source code

var float mpReloadTime;

msgAlreadyHas Source code

var localized String msgAlreadyHas;

msgCannotBeReloaded Source code

var localized String msgCannotBeReloaded;

msgInfoAccRange Source code

var localized String msgInfoAccRange;

msgInfoAccuracy Source code

var localized String msgInfoAccuracy;

msgInfoAmmo Source code

var localized String msgInfoAmmo;

msgInfoAmmoLoaded Source code

var localized String msgInfoAmmoLoaded;

msgInfoAuto Source code

var localized String msgInfoAuto;

msgInfoClip Source code

var localized String msgInfoClip;

msgInfoDamage Source code

var localized String msgInfoDamage;

msgInfoLaser Source code

var localized String msgInfoLaser;

msgInfoMass Source code

var localized String msgInfoMass;

msgInfoMaxRange Source code

var localized String msgInfoMaxRange;

msgInfoNA Source code

var localized String msgInfoNA;

msgInfoNo Source code

var localized String msgInfoNo;

msgInfoRecoil Source code

var localized String msgInfoRecoil;

msgInfoReload Source code

var localized String msgInfoReload;

msgInfoROF Source code

var localized String msgInfoROF;

msgInfoRounds Source code

var localized String msgInfoRounds;

msgInfoRoundsPerSec Source code

var localized String msgInfoRoundsPerSec;

msgInfoScope Source code

var localized String msgInfoScope;

msgInfoSilencer Source code

var localized String msgInfoSilencer;

msgInfoSingle Source code

var localized String msgInfoSingle;

msgInfoSkill Source code

var localized String msgInfoSkill;

msgInfoWeaponStats Source code

var localized String msgInfoWeaponStats;

msgInfoYes Source code

var localized String msgInfoYes;

msgLockAcquire Source code

var localized String msgLockAcquire;

msgLockInvalid Source code

var localized String msgLockInvalid;

msgLockLocked Source code

var localized String msgLockLocked;

msgLockRange Source code

var localized String msgLockRange;

msgMassUnit Source code

var localized String msgMassUnit;

msgNone Source code

var localized String msgNone;

msgNotWorking Source code

var localized String msgNotWorking;

msgNowHas Source code

var localized String msgNowHas;

msgOutOf Source code

var localized String msgOutOf;

msgRangeUnit Source code

var localized String msgRangeUnit;

msgTimeUnit Source code

var localized String msgTimeUnit;

placeLocation Source code

var Vector placeLocation;

placeMover Source code

var Mover placeMover;

placeNormal Source code

var Vector placeNormal;

ShakePitch Source code

var float ShakePitch;

ShakeTimer Source code

var float ShakeTimer;

ShakeYaw Source code

var float ShakeYaw;

SimAmmoAmount Source code

var int SimAmmoAmount;

SimClipCount Source code

var int SimClipCount;

SoundTimer Source code

var float SoundTimer;

standingTimer Source code

var float standingTimer;

SwingOffset Source code

var globalconfig vector SwingOffset;

Target Source code

var Actor Target;

TargetMessage Source code

var string TargetMessage;

TargetRange Source code

var float TargetRange;

TimeLockSet Source code

var float TimeLockSet;

DeusExWeapon

AccurateRange Source code

var(DeusExWeapon) travel int AccurateRange;

AmmoNames[3] Source code

var(DeusExWeapon) class<Ammo> AmmoNames[3];

AreaOfEffect Source code

var(DeusExWeapon) EAreaType AreaOfEffect;

BaseAccuracy Source code

var(DeusExWeapon) travel float BaseAccuracy;

bAutomatic Source code

var(DeusExWeapon) travel bool bAutomatic;

bCanTrack Source code

var(DeusExWeapon) bool bCanTrack;

bHandToHand Source code

var(DeusExWeapon) bool bHandToHand;

bHasLaser Source code

var(DeusExWeapon) travel bool bHasLaser;

bHasMuzzleFlash Source code

var(DeusExWeapon) bool bHasMuzzleFlash;

bHasScope Source code

var(DeusExWeapon) travel bool bHasScope;

bHasSilencer Source code

var(DeusExWeapon) travel bool bHasSilencer;

bPenetrating Source code

var(DeusExWeapon) bool bPenetrating;

Concealability Source code

var(DeusExWeapon) EConcealability Concealability;

EnemyEffective Source code

var(DeusExWeapon) EEnemyEffective EnemyEffective;

EnviroEffective Source code

var(DeusExWeapon) EEnviroEffective EnviroEffective;

GoverningSkill Source code

var(DeusExWeapon) class<Skill> GoverningSkill;

HitDamage Source code

var(DeusExWeapon) int HitDamage;

LockedSound Source code

var(DeusExWeapon) Sound LockedSound;

LockTime Source code

var(DeusExWeapon) float LockTime;

LowAmmoWaterMark Source code

var(DeusExWeapon) int LowAmmoWaterMark;

MaxRange Source code

var(DeusExWeapon) int MaxRange;

NoiseLevel Source code

var(DeusExWeapon) travel float NoiseLevel;

ProjectileNames[3] Source code

var(DeusExWeapon) class<Projectile> ProjectileNames[3];

recoilStrength Source code

var(DeusExWeapon) travel float recoilStrength;

ReloadTime Source code

var(DeusExWeapon) travel float ReloadTime;

ScopeFOV Source code

var(DeusExWeapon) int ScopeFOV;

ShotTime Source code

var(DeusExWeapon) travel float ShotTime;

StunDuration Source code

var(DeusExWeapon) float StunDuration;

TrackingSound Source code

var(DeusExWeapon) Sound TrackingSound;


Enumerations Detail

EAreaType Source code

enum EAreaType
{
AOE_Point, AOE_Cone, AOE_Sphere
};

EConcealability Source code

enum EConcealability
{
CONC_None, CONC_Visual, CONC_Metal, CONC_All
};

EEnemyEffective Source code

enum EEnemyEffective
{
ENMEFF_All, ENMEFF_Organic, ENMEFF_Robot
};

EEnviroEffective Source code

enum EEnviroEffective
{
ENVEFF_All, ENVEFF_Air, ENVEFF_Water, ENVEFF_Vacuum, ENVEFF_AirWater, ENVEFF_AirVacuum, ENVEFF_WaterVacuum
};

ELockMode Source code

enum ELockMode
{
LOCK_None, LOCK_Invalid, LOCK_Range, LOCK_Acquire, LOCK_Locked
};


Functions Detail

AcquireTarget Source code

simulated function Actor AcquireTarget ( ) )

AmmoAvailable Source code

simulated function int AmmoAvailable ( int ammoNum) )

AmmoLeftInClip Source code

simulated function int AmmoLeftInClip ( ) )

AnimEnd ClientFiring Source code

simulated function AnimEnd ( ) )

AnimEnd Idle Source code

function AnimEnd ( ) )

AnimEnd NormalFire Source code

function AnimEnd ( ) )

BaseChange Source code

singular function BaseChange ( ) )

BeginState Pickup Source code

function BeginState ( ) )

BringUp Source code

function BringUp ( ) )

BuildPercentString Source code

simulated final function String BuildPercentString ( Float value) )

CalcDrawOffset Source code

simulated function vector CalcDrawOffset ( ) )

CalculateAccuracy Source code

simulated function float CalculateAccuracy ( ) )

CanLoadAmmoType Source code

simulated function bool CanLoadAmmoType ( Ammo ammo) )

CanReload Source code

simulated function bool CanReload ( ) )

ClientActive Source code

simulated function ClientActive ( ) )

ClientDownWeapon Source code

simulated function ClientDownWeapon ( ) )

ClientFire Source code

simulated function bool ClientFire ( float value ) )

ClientReFire Source code

simulated function ClientReFire ( float value ) )

ClientReload Source code

simulated function ClientReload ( ) )

ComputeProjectileStart Source code

simulated function Vector ComputeProjectileStart ( Vector X, Vector Y, Vector Z) )

CR Source code

simulated function String CR ( ) )

CycleAmmo Source code

function CycleAmmo ( ) )

DestroyOnFinish Source code

function DestroyOnFinish ( ) )

EraseMuzzleFlashTexture Source code

simulated function EraseMuzzleFlashTexture ( ) )

Finish Source code

function Finish ( ) )

Fire Source code

function Fire ( float Value) )

ForceAltFire Source code

function ForceAltFire ( ) )

ForceFire Source code

function ForceFire ( ) )

FormatFloatString Source code

simulated function String FormatFloatString ( float value, float precision) )

GenerateBullet Source code

function GenerateBullet ( ) )

GetAIVolume Source code

function GetAIVolume ( out float volume, out float radius) )

GetReloadTime Reload Source code

function float GetReloadTime ( ) )

GetShotTime FlameThrowerOn Source code

function float GetShotTime ( ) )

GetShotTime NormalFire Source code

function float GetShotTime ( ) )

GetSimReloadTime SimReload Source code

simulated function float GetSimReloadTime ( ) )

GetSimShotTime ClientFiring Source code

simulated function float GetSimShotTime ( ) )

GetWallMaterial Source code

function name GetWallMaterial ( vector HitLocation, vector HitNormal) )

GetWeaponRanges Source code

function GetWeaponRanges ( out float wMinRange, out float wMaxAccurateRange, out float wMaxRange) )

GetWeaponSkill Source code

simulated function float GetWeaponSkill ( ) )

HandlePickupQuery Source code

function bool HandlePickupQuery ( Inventory Item) )

HandToHandAttack Source code

simulated function HandToHandAttack ( ) )

HasAccuracyMod Source code

simulated function bool HasAccuracyMod ( ) )

HasClipMod Source code

simulated function bool HasClipMod ( ) )

HasMaxAccuracyMod Source code

simulated function bool HasMaxAccuracyMod ( ) )

HasMaxClipMod Source code

simulated function bool HasMaxClipMod ( ) )

HasMaxRangeMod Source code

simulated function bool HasMaxRangeMod ( ) )

HasMaxRecoilMod Source code

simulated function bool HasMaxRecoilMod ( ) )

HasMaxReloadMod Source code

simulated function bool HasMaxReloadMod ( ) )

HasRangeMod Source code

simulated function bool HasRangeMod ( ) )

HasRecoilMod Source code

simulated function bool HasRecoilMod ( ) )

HasReloadMod Source code

simulated function bool HasReloadMod ( ) )

IdleFunction Source code

simulated function IdleFunction ( ) )

LaserOff Source code

function LaserOff ( ) )

LaserOn Source code

function LaserOn ( ) )

LaserToggle Source code

function LaserToggle ( ) )

LoadAmmo Source code

function bool LoadAmmo ( int ammoNum) )

LoadAmmoClass Source code

function LoadAmmoClass ( Class<Ammo> ammoClass) )

LoadAmmoType Source code

function LoadAmmoType ( Ammo ammo) )

MustReload Source code

simulated function bool MustReload ( ) )

MuzzleFlashLight Source code

simulated function MuzzleFlashLight ( ) )

NearWallCheck Source code

simulated function bool NearWallCheck ( ) )

NotifyOwner Reload Source code

function NotifyOwner ( bool bStart) )

NumAmmoTypesAvailable Source code

simulated function int NumAmmoTypesAvailable ( ) )

NumClips Source code

simulated function int NumClips ( ) )

OwnerHandToHandAttack Source code

simulated function OwnerHandToHandAttack ( ) )

PlaceGrenade Source code

function PlaceGrenade ( ) )

PlayFiringSound Source code

simulated function PlayFiringSound ( ) )

PlayIdleAnim Source code

simulated function PlayIdleAnim ( ) )

PlayLandingSound Source code

function PlayLandingSound ( ) )

PlayLockSound Source code

function PlayLockSound ( ) )

PlayPostSelect Source code

function PlayPostSelect ( ) )

PlaySelectiveFiring Source code

simulated function PlaySelectiveFiring ( ) )

PlaySimSound Source code

simulated function int PlaySimSound ( Sound snd, ESoundSlot Slot, float Volume, float Radius ) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

PreBeginPlay Source code

function PreBeginPlay ( ) )

ProcessTraceHit Source code

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

ProjectileFire Source code

simulated function Projectile ProjectileFire ( class<projectile> ProjClass, float ProjSpeed, bool bWarn) )

PropagateLockState Source code

simulated function PropagateLockState ( ELockMode NewMode, Actor NewTarget) )

PutDown Source code

function bool PutDown ( ) )

PutDown Active Source code

function bool PutDown ( ) )

PutDown DownWeapon Source code

function bool PutDown ( ) )

PutDown Idle Source code

function bool PutDown ( ) )

ReadyClientToFire Source code

simulated function ReadyClientToFire ( bool bReady ) )

ReadyToFire Source code

function ReadyToFire ( ) )

RefreshScopeDisplay Source code

simulated function RefreshScopeDisplay ( DeusExPlayer player, bool bInstant, bool bScopeOn) )

ReloadAmmo Source code

function ReloadAmmo ( ) )

SawedOffCockSound Source code

simulated function SawedOffCockSound ( ) )

ScopeOff Source code

function ScopeOff ( ) )

ScopeOn Source code

function ScopeOn ( ) )

ScopeToggle Source code

simulated function ScopeToggle ( ) )

SelectiveSpawnEffects Source code

simulated function SelectiveSpawnEffects ( Vector HitLocation, Vector HitNormal, Actor Other, float Damage) )

ServerDoneReloading Source code

function ServerDoneReloading ( ) )

ServerForceFire Source code

function ServerForceFire ( ) )

ServerGenerateBullet Source code

function ServerGenerateBullet ( ) )

ServerGotoFinishFire Source code

function ServerGotoFinishFire ( ) )

ServerHandleNotify Source code

function ServerHandleNotify ( bool bInstantHit, class<projectile> ProjClass, float ProjSpeed, bool bWarn ) )

SetClientAmmoParams Source code

simulated function SetClientAmmoParams ( bool bInstant, bool bAuto, float sTime, Sound FireSnd, class<projectile> pClass, float pSpeed ) )

SetLockMode Source code

simulated function SetLockMode ( ELockMode NewMode) )

SimFinish Source code

simulated function SimFinish ( ) )

SimGenerateBullet Source code

simulated function SimGenerateBullet ( ) )

SpawnBlood Source code

function SpawnBlood ( Vector HitLocation, Vector HitNormal) )

SpawnEffects Source code

function SpawnEffects ( Vector HitLocation, Vector HitNormal, Actor Other, float Damage) )

SpawnEffectSounds Source code

simulated function SpawnEffectSounds ( Vector HitLocation, Vector HitNormal, Actor Other, float Damage ) )

StartFlame Source code

function StartFlame ( ) )

StopFlame Source code

function StopFlame ( ) )

SwapMuzzleFlashTexture Source code

simulated function SwapMuzzleFlashTexture ( ) )

TestMPBeltSpot Source code

simulated function bool TestMPBeltSpot ( int BeltSpot) )

Tick Source code

simulated function Tick ( float deltaTime) )

Timer Source code

simulated function Timer ( ) )

Timer Idle Source code

function Timer ( ) )

Timer SimIdle Source code

function Timer ( ) )

TraceFire Source code

simulated function TraceFire ( float Accuracy ) )

TravelPostAccept Source code

function TravelPostAccept ( ) )

UpdateAmmoInfo Source code

simulated function UpdateAmmoInfo ( Object winObject, Class<DeusExAmmo> ammoClass) )

UpdateInfo Source code

simulated function bool UpdateInfo ( Object winObject) )

WeaponDamageType Source code

function name WeaponDamageType ( ) )


Defaultproperties

defaultproperties
{
     bReadyToFire=True
     LowAmmoWaterMark=10
     NoiseLevel=1.000000
     ShotTime=0.500000
     reloadTime=1.000000
     HitDamage=10
     maxRange=9600
     AccurateRange=4800
     BaseAccuracy=0.500000
     ScopeFOV=10
     MaintainLockTimer=1.000000
     bPenetrating=True
     bHasMuzzleFlash=True
     bEmitWeaponDrawn=True
     bUseWhileCrouched=True
     bUseAsDrawnWeapon=True
     MinSpreadAcc=0.250000
     MinProjSpreadAcc=1.000000
     bNeedToSetMPPickupAmmo=True
     msgCannotBeReloaded="This weapon can't be reloaded"
     msgOutOf="Out of %s"
     msgNowHas="%s now has %s loaded"
     msgAlreadyHas="%s already has %s loaded"
     msgNone="NONE"
     msgLockInvalid="INVALID"
     msgLockRange="RANGE"
     msgLockAcquire="ACQUIRE"
     msgLockLocked="LOCKED"
     msgRangeUnit="FT"
     msgTimeUnit="SEC"
     msgMassUnit="LBS"
     msgNotWorking="This weapon doesn't work underwater"
     msgInfoAmmoLoaded="Ammo loaded:"
     msgInfoAmmo="Ammo type(s):"
     msgInfoDamage="Base damage:"
     msgInfoClip="Clip size:"
     msgInfoROF="Rate of fire:"
     msgInfoReload="Reload time:"
     msgInfoRecoil="Recoil:"
     msgInfoAccuracy="Base Accuracy:"
     msgInfoAccRange="Acc. range:"
     msgInfoMaxRange="Max. range:"
     msgInfoMass="Mass:"
     msgInfoLaser="Laser sight:"
     msgInfoScope="Scope:"
     msgInfoSilencer="Silencer:"
     msgInfoNA="N/A"
     msgInfoYes="YES"
     msgInfoNo="NO"
     msgInfoAuto="AUTO"
     msgInfoSingle="SINGLE"
     msgInfoRounds="RDS"
     msgInfoRoundsPerSec="RDS/SEC"
     msgInfoSkill="Skill:"
     msgInfoWeaponStats="Weapon Stats:"
     ReloadCount=10
     shakevert=10.000000
     Misc1Sound=Sound'DeusExSounds.Generic.DryFire'
     AutoSwitchPriority=0
     bRotatingPickup=False
     PickupMessage="You found"
     ItemName="DEFAULT WEAPON NAME - REPORT THIS AS A BUG"
     LandSound=Sound'DeusExSounds.Generic.DropSmallWeapon'
     bNoSmooth=False
     Mass=10.000000
     Buoyancy=5.000000
}

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Creation time: Mon 8/11/2021 16:31:06.198 - Created with UnCodeX