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DeusEx.WeaponLAM

Extends
DeusExWeapon

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

Variables Summary
StringshortName
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 ()))
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


Variables Detail

shortName Source code

var localized String shortName;


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 ( ) )

TestMPBeltSpot Source code

simulated function bool TestMPBeltSpot ( int BeltSpot) )


Defaultproperties

defaultproperties
{
     ShortName="LAM"
     LowAmmoWaterMark=2
     GoverningSkill=Class'DeusEx.SkillDemolition'
     EnviroEffective=ENVEFF_AirWater
     Concealability=CONC_All
     ShotTime=0.300000
     reloadTime=0.100000
     HitDamage=50
     maxRange=4800
     AccurateRange=2400
     BaseAccuracy=1.000000
     bHasMuzzleFlash=False
     bHandToHand=True
     bUseAsDrawnWeapon=False
     AITimeLimit=3.500000
     AIFireDelay=5.000000
     bNeedToSetMPPickupAmmo=False
     mpReloadTime=0.100000
     mpHitDamage=50
     mpBaseAccuracy=1.000000
     mpAccurateRange=2400
     mpMaxRange=2400
     AmmoName=Class'DeusEx.AmmoLAM'
     ReloadCount=1
     PickupAmmoCount=1
     FireOffset=(Y=10.000000,Z=20.000000)
     ProjectileClass=Class'DeusEx.LAM'
     shakemag=50.000000
     SelectSound=Sound'DeusExSounds.Weapons.LAMSelect'
     InventoryGroup=20
     ItemName="Lightweight Attack Munitions (LAM)"
     PlayerViewOffset=(X=24.000000,Y=-15.000000,Z=-17.000000)
     PlayerViewMesh=LodMesh'DeusExItems.LAM'
     PickupViewMesh=LodMesh'DeusExItems.LAMPickup'
     ThirdPersonMesh=LodMesh'DeusExItems.LAM3rd'
     Icon=Texture'DeusExUI.Icons.BeltIconLAM'
     largeIcon=Texture'DeusExUI.Icons.LargeIconLAM'
     largeIconWidth=35
     largeIconHeight=45
     Description="A multi-functional explosive with electronic priming system that can either be thrown or attached to any surface with its polyhesive backing and used as a proximity mine.|n|n<UNATCO OPS FILE NOTE SC093-BLUE> Disarming a proximity device should only be attempted with the proper demolitions training. Trust me on this. -- Sam Carter <END NOTE>"
     beltDescription="LAM"
     Mesh=LodMesh'DeusExItems.LAMPickup'
     CollisionRadius=3.800000
     CollisionHeight=3.500000
     Mass=5.000000
     Buoyancy=2.000000
}

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Creation time: Mon 8/11/2021 16:31:19.464 - Created with UnCodeX