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DeusEx.WeaponNanoSword

Extends
DeusExWeapon

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

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 ()))
DownWeapon
function BeginState ()))
Idle
function EndState ()))
Pickup
function PreBeginPlay ()))
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
DownWeapon Source code
state DownWeapon
BeginState
Idle Source code
state Idle
BeginState
Pickup Source code
auto state Pickup
EndState


Functions Detail

BeginState DownWeapon Source code

function BeginState ( ) )

BeginState Idle Source code

function BeginState ( ) )

EndState Pickup Source code

function EndState ( ) )

PreBeginPlay Source code

simulated function PreBeginPlay ( ) )


Defaultproperties

defaultproperties
{
     LowAmmoWaterMark=0
     GoverningSkill=Class'DeusEx.SkillWeaponLowTech'
     NoiseLevel=0.050000
     reloadTime=0.000000
     HitDamage=20
     maxRange=96
     AccurateRange=96
     BaseAccuracy=1.000000
     AreaOfEffect=AOE_Cone
     bHasMuzzleFlash=False
     bHandToHand=True
     SwingOffset=(X=24.000000,Z=2.000000)
     mpHitDamage=10
     mpBaseAccuracy=1.000000
     mpAccurateRange=150
     mpMaxRange=150
     AmmoName=Class'DeusEx.AmmoNone'
     ReloadCount=0
     bInstantHit=True
     FireOffset=(X=-21.000000,Y=16.000000,Z=27.000000)
     shakemag=20.000000
     FireSound=Sound'DeusExSounds.Weapons.NanoSwordFire'
     SelectSound=Sound'DeusExSounds.Weapons.NanoSwordSelect'
     Misc1Sound=Sound'DeusExSounds.Weapons.NanoSwordHitFlesh'
     Misc2Sound=Sound'DeusExSounds.Weapons.NanoSwordHitHard'
     Misc3Sound=Sound'DeusExSounds.Weapons.NanoSwordHitSoft'
     InventoryGroup=14
     ItemName="Dragon's Tooth Sword"
     ItemArticle="the"
     PlayerViewOffset=(X=21.000000,Y=-16.000000,Z=-27.000000)
     PlayerViewMesh=LodMesh'DeusExItems.NanoSword'
     PickupViewMesh=LodMesh'DeusExItems.NanoSwordPickup'
     ThirdPersonMesh=LodMesh'DeusExItems.NanoSword3rd'
     LandSound=Sound'DeusExSounds.Generic.DropLargeWeapon'
     Icon=Texture'DeusExUI.Icons.BeltIconDragonTooth'
     largeIcon=Texture'DeusExUI.Icons.LargeIconDragonTooth'
     largeIconWidth=205
     largeIconHeight=46
     invSlotsX=4
     Description="The true weapon of a modern warrior, the Dragon's Tooth is not a sword in the traditional sense, but a nanotechnologically constructed blade that is dynamically 'forged' on command into a non-eutactic solid. Nanoscale whetting devices insure that the blade is both unbreakable and lethally sharp."
     beltDescription="DRAGON"
     Mesh=LodMesh'DeusExItems.NanoSwordPickup'
     CollisionRadius=32.000000
     CollisionHeight=2.400000
     LightType=LT_Steady
     LightEffect=LE_WateryShimmer
     LightBrightness=224
     LightHue=160
     LightSaturation=64
     LightRadius=4
     Mass=20.000000
}

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Creation time: Mon 8/11/2021 16:31:19.675 - Created with UnCodeX