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DeusEx.WeaponEMPGrenade

Extends
DeusExWeapon

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

Variables Summary
Inherited Variables from DeusEx.DeusExWeapon
AccurateRange, AIFireDelay, AIMaxRange, AIMinRange, AITimeLimit, AmmoNames[3], AreaOfEffect, BaseAccuracy, bAutomatic, bCanHaveLaser, bCanHaveModAccurateRange, bCanHaveModBaseAccuracy, bCanHaveModRecoilStrength, bCanHaveModReloadCount, bCanHaveModReloadTime, bCanHaveScope, bCanHaveSilencer, bCanTrack, bClientReady, bClientReadyToFire, bDestroyOnFinish, bEmitWeaponDrawn, bFallbackWeapon, bFiring, bFlameOn, bHandToHand, bHasLaser, bHasMuzzleFlash, bHasScope, bHasSilencer, bInProcess, bLasing, bLooping, bNativeAttack, bNearWall, bNeedToSetMPPickupAmmo, bOwnerWillNotify, bPenetrating, bReadyToFire, bUseAsDrawnWeapon, bUseWhileCrouched, bWasInFiring, bWasZoomed, bZoomed, ClipCount, Concealability, currentAccuracy, Emitter, EnemyEffective, EnviroEffective, flameShotCount, flash, GoverningSkill, HitDamage, LockedSound, LockMode, LockTarget, LockTime, LockTimer, LowAmmoWaterMark, MaintainLockTimer, MaxRange, MinProjSpreadAcc, MinSpreadAcc, MinWeaponAcc, ModAccurateRange, ModBaseAccuracy, ModRecoilStrength, ModReloadCount, ModReloadTime, mpAccurateRange, mpBaseAccuracy, mpHitDamage, mpMaxRange, mpPickupAmmoCount, mpReloadCount, mpReloadTime, msgAlreadyHas, msgCannotBeReloaded, msgInfoAccRange, msgInfoAccuracy, msgInfoAmmo, msgInfoAmmoLoaded, msgInfoAuto, msgInfoClip, msgInfoDamage, msgInfoLaser, msgInfoMass, msgInfoMaxRange, msgInfoNA, msgInfoNo, msgInfoRecoil, msgInfoReload, msgInfoROF, msgInfoRounds, msgInfoRoundsPerSec, msgInfoScope, msgInfoSilencer, msgInfoSingle, msgInfoSkill, msgInfoWeaponStats, msgInfoYes, msgLockAcquire, msgLockInvalid, msgLockLocked, msgLockRange, msgMassUnit, msgNone, msgNotWorking, msgNowHas, msgOutOf, msgRangeUnit, msgTimeUnit, NoiseLevel, placeLocation, placeMover, placeNormal, ProjectileNames[3], recoilStrength, ReloadTime, ScopeFOV, ShakePitch, ShakeTimer, ShakeYaw, ShotTime, SimAmmoAmount, SimClipCount, SoundTimer, standingTimer, StunDuration, SwingOffset, Target, TargetMessage, TargetRange, TimeLockSet, TrackingSound
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

Enumerations Summary
Inherited Enumerations from DeusEx.DeusExWeapon
EAreaType, EConcealability, EEnemyEffective, EEnviroEffective, ELockMode

Functions Summary
function BecomePickup ()))
function Fire (float Value))
function PostBeginPlay ()))
function PreBeginPlay ()))
functionProjectile ProjectileFire (class<projectile> ProjClass, float ProjSpeed, bool bWarn))
functionbool TestMPBeltSpot (int BeltSpot))
Inherited Functions from DeusEx.DeusExWeapon
AcquireTarget, AmmoAvailable, AmmoLeftInClip, AnimEnd, BaseChange, BeginState, BringUp, BuildPercentString, CalcDrawOffset, CalculateAccuracy, CanLoadAmmoType, CanReload, ClientActive, ClientDownWeapon, ClientFire, ClientReFire, ClientReload, ComputeProjectileStart, CR, CycleAmmo, DestroyOnFinish, EraseMuzzleFlashTexture, Finish, Fire, ForceAltFire, ForceFire, FormatFloatString, GenerateBullet, GetAIVolume, GetReloadTime, GetShotTime, GetSimReloadTime, GetSimShotTime, GetWallMaterial, GetWeaponRanges, GetWeaponSkill, HandlePickupQuery, HandToHandAttack, HasAccuracyMod, HasClipMod, HasMaxAccuracyMod, HasMaxClipMod, HasMaxRangeMod, HasMaxRecoilMod, HasMaxReloadMod, HasRangeMod, HasRecoilMod, HasReloadMod, IdleFunction, LaserOff, LaserOn, LaserToggle, LoadAmmo, LoadAmmoClass, LoadAmmoType, MustReload, MuzzleFlashLight, NearWallCheck, NotifyOwner, NumAmmoTypesAvailable, NumClips, OwnerHandToHandAttack, PlaceGrenade, PlayFiringSound, PlayIdleAnim, PlayLandingSound, PlayLockSound, PlayPostSelect, PlaySelectiveFiring, PlaySimSound, PostBeginPlay, PreBeginPlay, ProcessTraceHit, ProjectileFire, PropagateLockState, PutDown, ReadyClientToFire, ReadyToFire, RefreshScopeDisplay, ReloadAmmo, SawedOffCockSound, ScopeOff, ScopeOn, ScopeToggle, SelectiveSpawnEffects, ServerDoneReloading, ServerForceFire, ServerGenerateBullet, ServerGotoFinishFire, ServerHandleNotify, SetClientAmmoParams, SetLockMode, SimFinish, SimGenerateBullet, SpawnBlood, SpawnEffects, SpawnEffectSounds, StartFlame, StopFlame, SwapMuzzleFlashTexture, TestMPBeltSpot, Tick, Timer, TraceFire, TravelPostAccept, UpdateAmmoInfo, UpdateInfo, 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


Functions Detail

BecomePickup Source code

function BecomePickup ( ) )

Fire Source code

function Fire ( float Value) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

PreBeginPlay Source code

simulated function PreBeginPlay ( ) )

ProjectileFire Source code

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

TestMPBeltSpot Source code

simulated function bool TestMPBeltSpot ( int BeltSpot) )


Defaultproperties

defaultproperties
{
     LowAmmoWaterMark=2
     GoverningSkill=Class'DeusEx.SkillDemolition'
     EnemyEffective=ENMEFF_Robot
     Concealability=CONC_Visual
     ShotTime=0.300000
     reloadTime=0.100000
     HitDamage=0
     maxRange=4800
     AccurateRange=2400
     BaseAccuracy=1.000000
     bPenetrating=False
     StunDuration=60.000000
     bHasMuzzleFlash=False
     bHandToHand=True
     bUseAsDrawnWeapon=False
     AITimeLimit=3.500000
     AIFireDelay=5.000000
     bNeedToSetMPPickupAmmo=False
     mpReloadTime=0.100000
     mpBaseAccuracy=1.000000
     mpAccurateRange=2400
     mpMaxRange=2400
     AmmoName=Class'DeusEx.AmmoEMPGrenade'
     ReloadCount=1
     PickupAmmoCount=1
     FireOffset=(Y=10.000000,Z=20.000000)
     ProjectileClass=Class'DeusEx.EMPGrenade'
     shakemag=50.000000
     SelectSound=Sound'DeusExSounds.Weapons.EMPGrenadeSelect'
     InventoryGroup=22
     ItemName="Electromagnetic Pulse (EMP) Grenade"
     ItemArticle="an"
     PlayerViewOffset=(X=24.000000,Y=-15.000000,Z=-19.000000)
     PlayerViewMesh=LodMesh'DeusExItems.EMPGrenade'
     PickupViewMesh=LodMesh'DeusExItems.EMPGrenadePickup'
     ThirdPersonMesh=LodMesh'DeusExItems.EMPGrenade3rd'
     Icon=Texture'DeusExUI.Icons.BeltIconEMPGrenade'
     largeIcon=Texture'DeusExUI.Icons.LargeIconEMPGrenade'
     largeIconWidth=31
     largeIconHeight=49
     Description="The EMP grenade creates a localized pulse that will temporarily disable all electronics within its area of effect, including cameras and security grids.|n|n<UNATCO OPS FILE NOTE JR134-VIOLET> While nanotech augmentations are largely unaffected by EMP, experiments have shown that it WILL cause the spontaneous dissipation of stored bioelectric energy. -- Jaime Reyes <END NOTE>"
     beltDescription="EMP GREN"
     Mesh=LodMesh'DeusExItems.EMPGrenadePickup'
     CollisionRadius=3.000000
     CollisionHeight=2.430000
     Mass=5.000000
     Buoyancy=2.000000
}

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Creation time: Mon 8/11/2021 16:31:19.400 - Created with UnCodeX