- Extends
- Inventory
- Modifiers
- abstract native
Core.Object
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+-- Engine.Actor
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+-- Engine.Inventory
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+-- Engine.Weapon
Direct Known Subclasses:
DeusExWeapon
Inherited Variables from Engine.Inventory |
AbsorptionPriority, ActivateSound, ArmorAbsorption, AutoSwitchPriority, bActivatable, bActive, bAmbientGlow, bCanUseObjectBelt, bDisplayableInv, beltDescription, beltPos, bFirstFrame, bHeldItem, bInObjectBelt, bInstantRespawn, bIsAnArmor, bMuzzleFlashParticles, BobDamping, bRotatingPickup, bSleepTouch, bSteadyFlash3rd, bSteadyToggle, bToggleSteadyFlash, bTossedOut, Charge, DeActivateSound, description, FlashCount, Icon, InventoryGroup, invPosX, invPosY, invSlotsX, invSlotsY, ItemArticle, ItemMessageClass, ItemName, LandSound, largeIcon, largeIconHeight, largeIconWidth, MaxDesireability, MuzzleFlashMesh, MuzzleFlashScale, MuzzleFlashStyle, MuzzleFlashTexture, MyMarker, M_Activated, M_Deactivated, M_Selected, NextArmor, OldFlashCount, PickupMessage, PickupMessageClass, PickupSound, PickupViewMesh, PickupViewScale, PlayerLastTouched, PlayerViewMesh, PlayerViewOffset, PlayerViewScale, ProtectionType1, ProtectionType2, RespawnSound, RespawnTime, StatusIcon, ThirdPersonMesh, ThirdPersonScale |
Inherited Variables from Engine.Actor |
Acceleration, AmbientGlow, AmbientSound, AnimFrame, AnimLast, AnimMinRate, AnimRate, AnimSequence, AttachTag, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAnimByOwner, bAnimFinished, bAnimLoop, bAnimNotify, BarkBindName, Base, bAssimilated, bBlockActors, bBlockPlayers, bBlockSight, bBounce, bCanTeleport, bCarriedItem, bClientAnim, bClientDemoNetFunc, bClientDemoRecording, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDeleteMe, bDemoRecording, bDetectable, bDifficulty0, bDifficulty1, bDifficulty2, bDifficulty3, bDirectional, bDynamicLight, bEdLocked, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForcePhysicsUpdate, bForceStasis, bGameRelevant, bHidden, bHiddenEd, bHighDetail, bHighlighted, bHurtEntry, bIgnore, BindName, bInterpolating, bIsItemGoal, bIsKillGoal, bIsMover, bIsPawn, bIsSecretGoal, bJustTeleported, BlendAnimFrame[4], BlendAnimLast[4], BlendAnimMinRate[4], BlendAnimRate[4], BlendAnimSequence[4], BlendTweenRate[4], bLensFlare, bLightChanged, bMemorized, bMeshCurvy, bMeshEnviroMap, bMovable, bNet, bNetFeel, bNetHear, bNetInitial, bNetOptional, bNetOwner, bNetRelevant, bNetSee, bNetSpecial, bNetTemporary, bNoDelete, bNoSmooth, bOnlyOwnerSee, bOwned, bOwnerNoSee, bParticles, bProjTarget, bRandomFrame, bReplicateInstigator, bRotateToDesired, Brush, bSelected, bShadowCast, bSimFall, bSimulatedPawn, bSinglePlayer, bSpecialLit, bStasis, bStatic, bTempEditor, bTicked, bTimerLoop, bTrailerPrePivot, bTrailerSameRotation, bTransient, bTravel, bUnlit, Buoyancy, bVisionImportant, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, ConListItems, ConStartInterval, CurrentVisibility, Deleted, DesiredRotation, DistanceFromPlayer, DodgeDir, DrawScale, DrawType, Event, ExtraTag, FamiliarName, Fatness, Group, InitialState, Instigator, Inventory, LastConEndTime, LastRenderTime, LastSmellNode, LastVisibility, LatentActor, LatentByte, LatentFloat, LatentInt, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightRadius, LightSaturation, LightType, Location, LODBias, Mass, Mesh, MiscNumber, MultiSkins[8], NetPriority, NetTag, NetUpdateFrequency, OddsOfAppearing, OldAnimRate, OldBlendAnimRate[4], OldLocation, OtherTag, Owner, PendingTouch, PhysAlpha, Physics, PhysRate, PrePivot, Region, RelevantRadius, RemoteRole, RenderInterface, RenderIteratorClass, Role, Rotation, RotationRate, ScaleGlow, SimAnim, SimBlendAnim[4], Skin, SmellClass, SoundPitch, SoundRadius, SoundVolume, SpecialTag, Sprite, StandingCount, Style, Tag, Target, Texture, TimerCounter, TimerRate, Touching[4], TransientSoundRadius, TransientSoundVolume, TweenRate, UnfamiliarName, Velocity, VisibilityHeight, VisibilityRadius, VisUpdateTime, VolumeBrightness, VolumeFog, VolumeRadius, XLevel |
Inherited Enumerations from Engine.Actor |
EAIEventState, EAIEventType, EBarkModes, EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType |
Inherited Functions from Engine.Inventory |
Activate, ActivateTranslator, AltFire, ArmorAbsorbDamage, ArmorImpactEffect, ArmorPriority, BecomeItem, BecomePickup, BeginState, BotDesireability, CalcDrawOffset, ChangedWeapon, CheckTouching, Destroyed, DrawStatusIconAt, DropFrom, DropInventory, EndState, Fire, Frob, GetHumanName, GiveTo, HandlePickupQuery, InventoryCapsFloat, InventoryCapsString, Landed, OwnerJumped, PlayLandingSound, PostBeginPlay, PrioritizeArmor, RecommendWeapon, ReduceDamage, RenderOverlays, SelectNext, SetOwnerDisplay, SetRespawn, SpawnCopy, TestMPBeltSpot, TravelPreAccept, UpdateInfo, Use, ValidTouch, WeaponChange, ZoneChange |
Inherited Functions from Engine.Actor |
*, +, -, AIClearEvent, AIClearEventCallback, AIEndEvent, AIGetLightLevel, AISendEvent, AISetEventCallback, AIStartEvent, AIVisibility, AllActors, AnimEnd, Attach, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BroadcastLocalizedMessage, BroadcastMessage, Bump, BumpWall, ChildActors, ConsoleCommand, CycleActors, DemoPlaySound, Destroy, Destroyed, Detach, EncroachedBy, EncroachingOn, EndConversation, EndedRotation, EndEvent, Error, Expired, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishInterpolation, Frob, GainedChild, GetAnimGroup, GetBoundingBox, GetHumanName, GetItemName, GetMapName, GetMeshTexture, GetNextInt, GetNextIntDesc, GetNextSkin, GetPlayerPawn, GetSoundDuration, GetURLMap, HasAnim, HitWall, HurtRadius, InStasis, InterpolateEnd, IsAnimating, IsOverlapping, KillCredit, KilledBy, Landed, LastRendered, LoopAnim, LostChild, MakeNoise, Move, MoveSmooth, ParabolicTrace, PlayAnim, PlayBlendAnim, PlayerCanSeeMe, PlayOwnedSound, PlaySound, PostBeginPlay, PostNetBeginPlay, PostPostBeginPlay, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RadiusActors, RandomBiasedRotation, RenderOverlays, RenderTexture, SetBase, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetInitialState, SetInstantMusicVolume, SetInstantSoundVolume, SetInstantSpeechVolume, SetLocation, SetOwner, SetPhysics, SetRotation, SetTimer, Sleep, Spawn, Spawned, SpecialHandling, StopBlendAnims, StopSound, SupportActor, TakeDamage, Tick, Timer, Touch, TouchingActors, Trace, TraceActors, TraceTexture, TraceVisibleActors, TravelPostAccept, TravelPreAccept, Trigger, TweenAnim, TweenBlendAnim, UnTouch, UnTrigger, VisibleActors, VisibleCollidingActors, ZoneChange |
var float AimError;
var float AltProjectileSpeed;
var travel
ammo AmmoType;
var bool bChangeWeapon;
var bool bHideWeapon;
var bool bLockedOn;
var byte bMuzzleFlash;
var bool bPointing;
var bool bSetFlashTime;
var bool bSpecialIcon;
var bool bWeaponUp;
var float FlashTime;
var travel float ProjectileSpeed;
MuzzleFlash
Weapon
var(
Weapon)
name AltDamageType;
var(
Weapon)
sound AltFireSound;
var(
Weapon)
bool bAltInstantHit;
var(
Weapon) travel
bool bInstantHit;
var(
Weapon)
bool bOwnsCrosshair;
var(
Weapon)
sound CockingSound;
var(
Weapon)
Localized string DeathMessage;
var(
Weapon)
float FiringSpeed;
var(
Weapon)
float MaxTargetRange;
var(
Weapon)
Localized string MessageNoAmmo;
var(
Weapon)
name MyDamageType;
var(
Weapon)
int PickupAmmoCount;
var(
Weapon) travel
byte ReloadCount;
var(
Weapon)
sound SelectSound;
WeaponAI
var(WeaponAI) float AIRating;
var(WeaponAI) float AltRefireRate;
var(WeaponAI) bool bAltWarnTarget;
var(WeaponAI) bool bMeleeWeapon;
bRecommendAltSplashDamage Source code
var(WeaponAI) bool bRecommendAltSplashDamage;
bRecommendSplashDamage Source code
var(WeaponAI) bool bRecommendSplashDamage;
var(WeaponAI) bool bSplashDamage;
var(WeaponAI) bool bWarnTarget;
var(WeaponAI) float RefireRate;
function AltFire ( float Value ) )
function AltFire ( float F) )
function AltFire ( float F) )
function AltFire ( float F) )
function AnimEnd ( ) )
function BecomeItem ( ) )
function BecomePickup ( ) )
function BeginState ( ) )
function BeginState ( ) )
event float BotDesireability (
Pawn Bot) )
function BringUp ( ) )
function CheckVisibility ( ) )
simulated function bool ClientAltFire ( float Value ) )
simulated function bool ClientFire ( float Value ) )
simulated function ClientPutDown (
Weapon NextWeapon )
simulated function ClientSetHandedness ( float Hand ) )
function ClientWeaponEvent ( name EventType )
function Destroyed ( ) )
function DropFrom (
vector StartLocation) )
function Finish ( ) )
function Fire (
float Value ) )
function Fire (
float F) )
function Fire (
float F) )
function Fire (
float F) )
function ForceAltFire ( )
function ForceFire ( )
function GiveAmmo (
Pawn Other ) )
function bool HandlePickupQuery (
inventory Item ) )
simulated function PlayAltFiring ( ) )
simulated function PlayFiring ( ) )
function PlayIdleAnim ( ) )
function PlayPostSelect ( ) )
function PlaySelect ( ) )
function PostBeginPlay ( ) )
function bool PutDown ( ) )
function bool PutDown ( ) )
function bool PutDown ( ) )
function bool PutDown ( ) )
function RaiseUp (
Weapon OldWeapon) )
function float RateSelf ( out int bUseAltMode ) )
function Weapon RecommendWeapon (
out float rating,
out int bUseAltMode ) )
simulated function setHand ( float Hand ) )
function SetSwitchPriority (
pawn Other) )
function SetWeaponStay ( ) )
function bool SplashJump ( ) )
function float SuggestAttackStyle ( ) )
function float SuggestDefenseStyle ( ) )
function float SwitchPriority ( ) )
function TraceFire ( float Accuracy ) )
event TravelPostAccept ( ) )
simulated function TweenDown ( ) )
function TweenSelect ( ) )
simulated function TweenToStill ( )
function Weapon WeaponChange (
byte F ) )
function bool WeaponSet (
Pawn Other) )
defaultproperties
{
MaxTargetRange=4096.000000
bCanThrow=True
ProjectileSpeed=1000.000000
AltProjectileSpeed=1000.000000
aimerror=550.000000
shakemag=300.000000
shaketime=0.100000
shakevert=5.000000
AIRating=0.100000
RefireRate=0.500000
AltRefireRate=0.500000
MessageNoAmmo=" has no ammo."
DeathMessage="%o was killed by %k's %w."
NameColor=(R=255,G=255,B=255)
MuzzleScale=4.000000
FlashLength=0.100000
AutoSwitchPriority=1
InventoryGroup=1
PickupMessage="You got a weapon"
ItemName="Weapon"
RespawnTime=30.000000
PlayerViewOffset=(X=30.000000,Z=-5.000000)
MaxDesireability=0.500000
Icon=Texture'Engine.S_Weapon'
Texture=Texture'Engine.S_Weapon'
bNoSmooth=True
}
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Creation time: Mon 8/11/2021 16:31:19.295 - Created with
UnCodeX