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UE2:Ammunition (UT2003)

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UT2003 Object >> Actor >> Inventory >> Ammunition
Package: 
Engine
Direct subclasses:
TransAmmo, BallAmmo, BioAmmo, BruteAmmo, RedeemerAmmo, FlakAmmo, GasbagAmmo, GrenadeAmmo, KrallAmmo, LinkAmmo, MinigunAmmo, RocketAmmo, ShieldAmmo, ShockAmmo, SkaarjAmmo, SniperAmmo, WarlordAmmo
This class in other games:
U2XMP, UT2004, UE2Runtime

Ammunition: the base class of weapon ammunition

This is a built-in Unreal class and it shouldn't be modified.

Properties

AmmoAmount

Type: int

Modifiers: travel


bInstantHit

Type: bool


bLeadTarget

Type: bool


bRecommendSplashDamage

Type: bool


bSplashDamage

Type: bool


bTossed

Type: bool


bTryHeadShot

Type: bool


bTrySplash

Type: bool


FireSound

Type: Sound


InitialAmount

Type: int

sjs // Amount of Ammo current available

Default value: 10

MaxAmmo

Type: int

Modifiers: travel

Max amount of ammo

MaxRange

Type: float

for autoaim

MyDamageType

Type: class<DamageType>


Default value: Class'Engine.DamageType'

PickupAmmo

Type: int

Modifiers: travel


ProjectileClass

Type: class<Projectile>


RefireRate

Type: float


Default value: 0.5

WarnTargetPct

Type: float


Default value: 0.5

Default values

Property Value
bNetNotify True

Functions

Events

PostNetReceive

simulated event PostNetReceive ()

Overrides: Actor.PostNetReceive


Other instance functions

AddAmmo

function bool AddAmmo (int AmmoToAdd)


CheckOutOfAmmo

simulated function CheckOutOfAmmo ()


DisplayDebug

simulated function DisplayDebug (Canvas Canvas, out float YL, out float YPos)

Overrides: Actor.DisplayDebug


GetDamageRadius

function float GetDamageRadius ()


HandlePickupQuery

function bool HandlePickupQuery (Pickup Item)

Overrides: Inventory.HandlePickupQuery


HasAmmo

simulated function bool HasAmmo ()


ProcessTraceHit

function ProcessTraceHit (Weapon W, Actor Other, Object.Vector HitLocation, Object.Vector HitNormal, Object.Vector X, Object.Vector Y, Object.Vector Z)


RateSelf

function float RateSelf (Pawn Shooter, out name RecommendedFiringMode)


SpawnProjectile

function SpawnProjectile (Object.Vector Start, Object.Rotator Dir)


UseAmmo

simulated function bool UseAmmo (int AmountNeeded, optional bool bAmountNeededIsMax)


WarnTarget

function WarnTarget (Actor Target, Pawn P, Object.Vector FireDir)