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DeusEx.WeaponMiniCrossbow

Extends
DeusExWeapon

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

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 BeginState ()))
NormalFire
function PreBeginPlay ()))
function Tick (float deltaTime))
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

States Summary
NormalFire Source code
state NormalFire
BeginState


Functions Detail

BeginState NormalFire Source code

function BeginState ( ) )

PreBeginPlay Source code

simulated function PreBeginPlay ( ) )

Tick Source code

function Tick ( float deltaTime) )


Defaultproperties

defaultproperties
{
     LowAmmoWaterMark=4
     GoverningSkill=Class'DeusEx.SkillWeaponPistol'
     NoiseLevel=0.050000
     EnemyEffective=ENMEFF_Organic
     Concealability=CONC_All
     ShotTime=0.800000
     reloadTime=2.000000
     HitDamage=25
     maxRange=1600
     AccurateRange=800
     BaseAccuracy=0.800000
     bCanHaveScope=True
     ScopeFOV=15
     bCanHaveLaser=True
     bHasSilencer=True
     AmmoNames(0)=Class'DeusEx.AmmoDartPoison'
     AmmoNames(1)=Class'DeusEx.AmmoDart'
     AmmoNames(2)=Class'DeusEx.AmmoDartFlare'
     ProjectileNames(0)=Class'DeusEx.DartPoison'
     ProjectileNames(1)=Class'DeusEx.Dart'
     ProjectileNames(2)=Class'DeusEx.DartFlare'
     StunDuration=10.000000
     bHasMuzzleFlash=False
     mpReloadTime=0.500000
     mpHitDamage=30
     mpBaseAccuracy=0.100000
     mpAccurateRange=2000
     mpMaxRange=2000
     mpReloadCount=6
     mpPickupAmmoCount=6
     bCanHaveModBaseAccuracy=True
     bCanHaveModAccurateRange=True
     bCanHaveModReloadTime=True
     AmmoName=Class'DeusEx.AmmoDartPoison'
     ReloadCount=4
     PickupAmmoCount=4
     FireOffset=(X=-25.000000,Y=8.000000,Z=14.000000)
     ProjectileClass=Class'DeusEx.DartPoison'
     shakemag=30.000000
     FireSound=Sound'DeusExSounds.Weapons.MiniCrossbowFire'
     AltFireSound=Sound'DeusExSounds.Weapons.MiniCrossbowReloadEnd'
     CockingSound=Sound'DeusExSounds.Weapons.MiniCrossbowReload'
     SelectSound=Sound'DeusExSounds.Weapons.MiniCrossbowSelect'
     InventoryGroup=9
     ItemName="Mini-Crossbow"
     PlayerViewOffset=(X=25.000000,Y=-8.000000,Z=-14.000000)
     PlayerViewMesh=LodMesh'DeusExItems.MiniCrossbow'
     PickupViewMesh=LodMesh'DeusExItems.MiniCrossbowPickup'
     ThirdPersonMesh=LodMesh'DeusExItems.MiniCrossbow3rd'
     Icon=Texture'DeusExUI.Icons.BeltIconCrossbow'
     largeIcon=Texture'DeusExUI.Icons.LargeIconCrossbow'
     largeIconWidth=47
     largeIconHeight=46
     Description="The mini-crossbow was specifically developed for espionage work, and accepts a range of dart types (normal, tranquilizer, or flare) that can be changed depending upon the mission requirements."
     beltDescription="CROSSBOW"
     Mesh=LodMesh'DeusExItems.MiniCrossbowPickup'
     CollisionRadius=8.000000
     CollisionHeight=1.000000
     Mass=15.000000
}

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Creation time: Mon 8/11/2021 16:31:19.480 - Created with UnCodeX