DeusEx.DeusExWeapon
- Extends
- Weapon
- Modifiers
- abstract
Core.Object
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+-- Engine.Actor
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+-- Engine.Inventory
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+-- Engine.Weapon
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+-- 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
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 |
 | Actor | AcquireTarget ()))
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 | int | AmmoAvailable (int ammoNum))
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 | int | AmmoLeftInClip ()))
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 | | AnimEnd ())) ClientFiring |
 | | AnimEnd ())) Idle |
 | | AnimEnd ())) NormalFire |
 | | BaseChange ()))
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 | | BeginState ())) Pickup |
 | | BringUp ()))
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 | String | BuildPercentString (Float value))
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 | vector | CalcDrawOffset ()))
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 | float | CalculateAccuracy ()))
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 | bool | CanLoadAmmoType (Ammo ammo))
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 | bool | CanReload ()))
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 | | ClientActive ()))
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 | | ClientDownWeapon ()))
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 | bool | ClientFire (float value ))
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 | | ClientReFire (float value ))
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 | | ClientReload ()))
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 | Vector | ComputeProjectileStart (Vector X, Vector Y, Vector Z))
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 | String | CR ()))
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 | | CycleAmmo ()))
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 | | DestroyOnFinish ()))
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 | | EraseMuzzleFlashTexture ()))
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 | | Finish ()))
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 | | Fire (float Value))
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 | | ForceAltFire ()))
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 | | ForceFire ()))
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 | String | FormatFloatString (float value, float precision))
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 | | GenerateBullet ()))
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 | | GetAIVolume (out float volume, out float radius))
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 | float | GetReloadTime ())) Reload |
 | float | GetShotTime ())) FlameThrowerOn |
 | float | GetShotTime ())) NormalFire |
 | float | GetSimReloadTime ())) SimReload |
 | float | GetSimShotTime ())) ClientFiring |
 | name | GetWallMaterial (vector HitLocation, vector HitNormal))
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 | | GetWeaponRanges (out float wMinRange, out float wMaxAccurateRange, out float wMaxRange))
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 | float | GetWeaponSkill ()))
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 | bool | HandlePickupQuery (Inventory Item))
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 | | HandToHandAttack ()))
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 | bool | HasAccuracyMod ()))
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 | bool | HasClipMod ()))
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 | bool | HasMaxAccuracyMod ()))
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 | bool | HasMaxClipMod ()))
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 | bool | HasMaxRangeMod ()))
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 | bool | HasMaxRecoilMod ()))
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 | bool | HasMaxReloadMod ()))
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 | bool | HasRangeMod ()))
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 | bool | HasRecoilMod ()))
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 | bool | HasReloadMod ()))
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 | | IdleFunction ()))
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 | | LaserOff ()))
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 | | LaserOn ()))
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 | | LaserToggle ()))
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 | bool | LoadAmmo (int ammoNum))
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 | | LoadAmmoClass (Class<Ammo> ammoClass))
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 | | LoadAmmoType (Ammo ammo))
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 | bool | MustReload ()))
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 | | MuzzleFlashLight ()))
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 | bool | NearWallCheck ()))
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 | | NotifyOwner (bool bStart)) Reload |
 | int | NumAmmoTypesAvailable ()))
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 | int | NumClips ()))
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 | | OwnerHandToHandAttack ()))
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 | | PlaceGrenade ()))
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 | | PlayFiringSound ()))
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 | | PlayIdleAnim ()))
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 | | PlayLandingSound ()))
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 | | PlayLockSound ()))
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 | | PlayPostSelect ()))
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 | | PlaySelectiveFiring ()))
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 | int | PlaySimSound (Sound snd, ESoundSlot Slot, float Volume, float Radius ))
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 | | PostBeginPlay ()))
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 | | PreBeginPlay ()))
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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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 | | PropagateLockState (ELockMode NewMode, Actor NewTarget))
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 | bool | PutDown ()))
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 | bool | PutDown ())) Active |
 | bool | PutDown ())) DownWeapon |
 | bool | PutDown ())) Idle |
 | | ReadyClientToFire (bool bReady ))
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 | | ReadyToFire ()))
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 | | RefreshScopeDisplay (DeusExPlayer player, bool bInstant, bool bScopeOn))
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 | | ReloadAmmo ()))
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 | | SawedOffCockSound ()))
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 | | ScopeOff ()))
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 | | ScopeOn ()))
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 | | ScopeToggle ()))
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 | | SelectiveSpawnEffects (Vector HitLocation, Vector HitNormal, Actor Other, float Damage))
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 | | ServerDoneReloading ()))
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 | | ServerForceFire ()))
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 | | ServerGenerateBullet ()))
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 | | ServerGotoFinishFire ()))
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 | | ServerHandleNotify (bool bInstantHit, class<projectile> ProjClass, float ProjSpeed, bool bWarn ))
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 | | SetClientAmmoParams (bool bInstant, bool bAuto, float sTime, Sound FireSnd, class<projectile> pClass, float pSpeed ))
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 | | SetLockMode (ELockMode NewMode))
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 | | SimFinish ()))
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 | | SimGenerateBullet ()))
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 | | SpawnBlood (Vector HitLocation, Vector HitNormal))
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 | | SpawnEffects (Vector HitLocation, Vector HitNormal, Actor Other, float Damage))
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 | | SpawnEffectSounds (Vector HitLocation, Vector HitNormal, Actor Other, float Damage ))
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 | | StartFlame ()))
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 | | StopFlame ()))
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 | | SwapMuzzleFlashTexture ()))
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 | bool | TestMPBeltSpot (int BeltSpot))
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 | | Tick (float deltaTime))
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 | | Timer ()))
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 | | Timer ())) Idle |
 | | Timer ())) SimIdle |
 | | TraceFire (float Accuracy ))
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 | | TravelPostAccept ()))
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 | | UpdateAmmoInfo (Object winObject, Class<DeusExAmmo> ammoClass))
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 | bool | UpdateInfo (Object winObject))
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 | name | WeaponDamageType ()))
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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 |
SimDownweapon Source code |
simulated state SimDownweapon
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SimFinishFire Source code |
simulated state SimFinishFire
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SimQuickFinish Source code |
simulated state SimQuickFinish
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var float AIFireDelay;
var float AIMaxRange;
var float AIMinRange;
var float AITimeLimit;
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;
var bool bCanHaveModReloadTime;
var bool bCanHaveScope;
var bool bCanHaveSilencer;
var bool bClientReady;
var bool bClientReadyToFire;
var bool bDestroyOnFinish;
var bool bEmitWeaponDrawn;
var bool bFallbackWeapon;
var bool bFiring;
var bool bFlameOn;
var bool bInProcess;
var bool bLasing;
var bool bLooping;
var bool bNativeAttack;
var bool bNearWall;
bNeedToSetMPPickupAmmo Source code
var bool bNeedToSetMPPickupAmmo;
var bool bOwnerWillNotify;
var bool bReadyToFire;
var bool bUseAsDrawnWeapon;
var bool bUseWhileCrouched;
var bool bWasInFiring;
var bool bWasZoomed;
var bool bZoomed;
var travel int ClipCount;
var float currentAccuracy;
var int flameShotCount;
var float LockTimer;
var float MaintainLockTimer;
var float MinProjSpreadAcc;
var float MinSpreadAcc;
var float MinWeaponAcc;
var travel float ModAccurateRange;
var travel float ModBaseAccuracy;
var travel float ModRecoilStrength;
var travel float ModReloadCount;
var travel float ModReloadTime;
var int mpAccurateRange;
var float mpBaseAccuracy;
var int mpHitDamage;
var int mpMaxRange;
var int mpPickupAmmoCount;
var int mpReloadCount;
var float mpReloadTime;
var localized String msgAlreadyHas;
var localized String msgCannotBeReloaded;
var localized String msgInfoAccRange;
var localized String msgInfoAccuracy;
var localized String msgInfoAmmo;
var localized String msgInfoAmmoLoaded;
var localized String msgInfoAuto;
var localized String msgInfoClip;
var localized String msgInfoDamage;
var localized String msgInfoLaser;
var localized String msgInfoMass;
var localized String msgInfoMaxRange;
var localized String msgInfoNA;
var localized String msgInfoNo;
var localized String msgInfoRecoil;
var localized String msgInfoReload;
var localized String msgInfoROF;
var localized String msgInfoRounds;
var localized String msgInfoRoundsPerSec;
var localized String msgInfoScope;
var localized String msgInfoSilencer;
var localized String msgInfoSingle;
var localized String msgInfoSkill;
var localized String msgInfoWeaponStats;
var localized String msgInfoYes;
var localized String msgLockAcquire;
var localized String msgLockInvalid;
var localized String msgLockLocked;
var localized String msgLockRange;
var localized String msgMassUnit;
var localized String msgNone;
var localized String msgNotWorking;
var localized String msgNowHas;
var localized String msgOutOf;
var localized String msgRangeUnit;
var localized String msgTimeUnit;
var float ShakePitch;
var float ShakeTimer;
var float ShakeYaw;
var int SimAmmoAmount;
var int SimClipCount;
var float SoundTimer;
var float standingTimer;
var globalconfig vector SwingOffset;
var string TargetMessage;
var float TargetRange;
var float TimeLockSet;
DeusExWeapon
enum EAreaType
{
AOE_Point,
AOE_Cone,
AOE_Sphere
};
enum EEnviroEffective
{
ENVEFF_All,
ENVEFF_Air,
ENVEFF_Water,
ENVEFF_Vacuum,
ENVEFF_AirWater,
ENVEFF_AirVacuum,
ENVEFF_WaterVacuum
};
enum ELockMode
{
LOCK_None,
LOCK_Invalid,
LOCK_Range,
LOCK_Acquire,
LOCK_Locked
};
simulated function Actor AcquireTarget ( ) )
simulated function int AmmoAvailable ( int ammoNum) )
simulated function int AmmoLeftInClip ( ) )
simulated function AnimEnd ( ) )
function AnimEnd ( ) )
function AnimEnd ( ) )
singular function BaseChange ( ) )
function BeginState ( ) )
function BringUp ( ) )
simulated final function String BuildPercentString ( Float value) )
simulated function vector CalcDrawOffset ( ) )
simulated function float CalculateAccuracy ( ) )
simulated function bool CanLoadAmmoType (
Ammo ammo) )
simulated function bool CanReload ( ) )
simulated function ClientActive ( ) )
simulated function ClientDownWeapon ( ) )
simulated function bool ClientFire ( float value ) )
simulated function ClientReFire ( float value ) )
simulated function ClientReload ( ) )
ComputeProjectileStart Source code
simulated function String CR ( ) )
function CycleAmmo ( ) )
function DestroyOnFinish ( ) )
EraseMuzzleFlashTexture Source code
simulated function EraseMuzzleFlashTexture ( ) )
function Finish ( ) )
function Fire (
float Value) )
function ForceAltFire ( ) )
function ForceFire ( ) )
simulated function String FormatFloatString ( float value, float precision) )
function GenerateBullet ( ) )
function GetAIVolume ( out float volume, out float radius) )
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 ( ) )
function name GetWallMaterial (
vector HitLocation,
vector HitNormal) )
function GetWeaponRanges ( out float wMinRange,
out float wMaxAccurateRange,
out float wMaxRange) )
simulated function float GetWeaponSkill ( ) )
function bool HandlePickupQuery (
Inventory Item) )
simulated function HandToHandAttack ( ) )
simulated function bool HasAccuracyMod ( ) )
simulated function bool HasClipMod ( ) )
simulated function bool HasMaxAccuracyMod ( ) )
simulated function bool HasMaxClipMod ( ) )
simulated function bool HasMaxRangeMod ( ) )
simulated function bool HasMaxRecoilMod ( ) )
simulated function bool HasMaxReloadMod ( ) )
simulated function bool HasRangeMod ( ) )
simulated function bool HasRecoilMod ( ) )
simulated function bool HasReloadMod ( ) )
simulated function IdleFunction ( ) )
function LaserOff ( ) )
function LaserOn ( ) )
function LaserToggle ( ) )
function bool LoadAmmo ( int ammoNum) )
function LoadAmmoClass (
Class<
Ammo> ammoClass) )
simulated function bool MustReload ( ) )
simulated function MuzzleFlashLight ( ) )
simulated function bool NearWallCheck ( ) )
function NotifyOwner ( bool bStart) )
simulated function int NumAmmoTypesAvailable ( ) )
simulated function int NumClips ( ) )
simulated function OwnerHandToHandAttack ( ) )
function PlaceGrenade ( ) )
simulated function PlayFiringSound ( ) )
simulated function PlayIdleAnim ( ) )
function PlayLandingSound ( ) )
function PlayLockSound ( ) )
function PlayPostSelect ( ) )
simulated function PlaySelectiveFiring ( ) )
simulated function int PlaySimSound (
Sound snd,
ESoundSlot Slot,
float Volume,
float Radius ) )
function PostBeginPlay ( ) )
function PreBeginPlay ( ) )
simulated function Projectile ProjectileFire (
class<
projectile> ProjClass,
float ProjSpeed,
bool bWarn) )
simulated function PropagateLockState (
ELockMode NewMode,
Actor NewTarget) )
function bool PutDown ( ) )
function bool PutDown ( ) )
function bool PutDown ( ) )
function bool PutDown ( ) )
simulated function ReadyClientToFire ( bool bReady ) )
function ReadyToFire ( ) )
simulated function RefreshScopeDisplay (
DeusExPlayer player,
bool bInstant,
bool bScopeOn) )
function ReloadAmmo ( ) )
simulated function SawedOffCockSound ( ) )
function ScopeOff ( ) )
function ScopeOn ( ) )
simulated function ScopeToggle ( ) )
simulated 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 ) )
simulated function SetClientAmmoParams (
bool bInstant,
bool bAuto,
float sTime,
Sound FireSnd,
class<
projectile> pClass,
float pSpeed ) )
simulated function SetLockMode (
ELockMode NewMode) )
simulated function SimFinish ( ) )
simulated function SimGenerateBullet ( ) )
function SpawnBlood (
Vector HitLocation,
Vector HitNormal) )
function SpawnEffects (
Vector HitLocation,
Vector HitNormal,
Actor Other,
float Damage) )
simulated function SpawnEffectSounds (
Vector HitLocation,
Vector HitNormal,
Actor Other,
float Damage ) )
function StartFlame ( ) )
function StopFlame ( ) )
SwapMuzzleFlashTexture Source code
simulated function SwapMuzzleFlashTexture ( ) )
simulated function bool TestMPBeltSpot ( int BeltSpot) )
simulated function Tick ( float deltaTime) )
simulated function Timer ( ) )
simulated function TraceFire ( float Accuracy ) )
function TravelPostAccept ( ) )
simulated function UpdateAmmoInfo (
Object winObject,
Class<
DeusExAmmo> ammoClass) )
simulated function bool UpdateInfo (
Object winObject) )
function name WeaponDamageType ( ) )
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