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DeusEx.WeaponProd

Extends
DeusExWeapon

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

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 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


Functions Detail

PreBeginPlay Source code

simulated function PreBeginPlay ( ) )


Defaultproperties

defaultproperties
{
     LowAmmoWaterMark=4
     GoverningSkill=Class'DeusEx.SkillWeaponLowTech'
     NoiseLevel=0.050000
     EnemyEffective=ENMEFF_Organic
     EnviroEffective=ENVEFF_Air
     Concealability=CONC_Visual
     ShotTime=1.000000
     reloadTime=3.000000
     HitDamage=15
     maxRange=80
     AccurateRange=80
     bPenetrating=False
     StunDuration=10.000000
     bHasMuzzleFlash=False
     mpReloadTime=3.000000
     mpHitDamage=15
     mpBaseAccuracy=0.500000
     mpAccurateRange=80
     mpMaxRange=80
     mpReloadCount=4
     AmmoName=Class'DeusEx.AmmoBattery'
     ReloadCount=4
     PickupAmmoCount=4
     bInstantHit=True
     FireOffset=(X=-21.000000,Y=12.000000,Z=19.000000)
     shakemag=20.000000
     FireSound=Sound'DeusExSounds.Weapons.ProdFire'
     AltFireSound=Sound'DeusExSounds.Weapons.ProdReloadEnd'
     CockingSound=Sound'DeusExSounds.Weapons.ProdReload'
     SelectSound=Sound'DeusExSounds.Weapons.ProdSelect'
     InventoryGroup=19
     ItemName="Riot Prod"
     PlayerViewOffset=(X=21.000000,Y=-12.000000,Z=-19.000000)
     PlayerViewMesh=LodMesh'DeusExItems.Prod'
     PickupViewMesh=LodMesh'DeusExItems.ProdPickup'
     ThirdPersonMesh=LodMesh'DeusExItems.Prod3rd'
     Icon=Texture'DeusExUI.Icons.BeltIconProd'
     largeIcon=Texture'DeusExUI.Icons.LargeIconProd'
     largeIconWidth=49
     largeIconHeight=48
     Description="The riot prod has been extensively used by security forces who wish to keep what remains of the crumbling peace and have found the prod to be an valuable tool. Its short range tetanizing effect is most effective when applied to the torso or when the subject is taken by surprise."
     beltDescription="PROD"
     Mesh=LodMesh'DeusExItems.ProdPickup'
     CollisionRadius=8.750000
     CollisionHeight=1.350000
}

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Creation time: Mon 8/11/2021 16:31:19.720 - Created with UnCodeX