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UE2:BioChargedFire (UT2003)

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UT2003 Object >> Actor >> WeaponFire >> ProjectileFire >> BioChargedFire
Package: 
XWeapons
Direct subclass:
ClassicBioChargedFire
This class in other games:
UT2004

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Properties[edit]

Property group 'BioChargedFire'[edit]

GoopLoad[edit]

Type: int


GoopUpRate[edit]

Type: float


Default value: 0.25

HoldSound[edit]

Type: Sound


Default value: Sound'WeaponSounds.BioRifle.BioRiflePowerUp'

MaxGoopLoad[edit]

Type: int


Default value: 10

Default values[edit]

Property Value
AmmoClass Class'XWeapons.BioAmmo'
bFireOnRelease True
BotRefireRate 0.5
bRecommendSplashDamage True
bSplashDamage True
bTossed True
FireEndAnim 'None'
FireForce "BioRifleFire"
FireRate 0.33
FireSound Sound'WeaponSounds.BioRifle.BioRifleFire'
ProjectileClass Class'XWeapons.BioGlob'
ProjSpawnOffset
Member Value
X 20.0
Y 9.0
Z -6.0
ShakeOffsetMag
Member Value
X -4.0
Y 0.0
Z -4.0
ShakeOffsetRate
Member Value
X 1000.0
Y 0.0
Z 1000.0
ShakeOffsetTime 2.0
ShakeRotMag
Member Value
X 100.0
Y 0.0
Z 0.0
ShakeRotRate
Member Value
X 1000.0
Y 0.0
Z 0.0
ShakeRotTime 2.0
WarnTargetPct 0.8

Functions[edit]

Events[edit]

ModeHoldFire[edit]

event ModeHoldFire ()

Overrides: WeaponFire.ModeHoldFire


Other instance functions[edit]

AllowFire[edit]

simulated function bool AllowFire ()

Overrides: WeaponFire.AllowFire


DrawMuzzleFlash[edit]

function DrawMuzzleFlash (Canvas Canvas)

Overrides: WeaponFire.DrawMuzzleFlash


InitEffects[edit]

function InitEffects ()

Overrides: WeaponFire.InitEffects


MaxRange[edit]

function float MaxRange ()

Overrides: WeaponFire.MaxRange


PlayFiring[edit]

simulated function PlayFiring ()

Overrides: WeaponFire.PlayFiring


PlayStartHold[edit]

simulated function PlayStartHold ()

Overrides: WeaponFire.PlayStartHold


SpawnProjectile[edit]

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

Overrides: ProjectileFire.SpawnProjectile


StartBerserk[edit]

function StartBerserk ()

Overrides: WeaponFire.StartBerserk


StopBerserk[edit]

function StopBerserk ()

Overrides: WeaponFire.StopBerserk


States[edit]

Hold[edit]

Hold.BeginState[edit]

simulated event BeginState ()

Overrides: Object.BeginState (global)


Hold.EndState[edit]

simulated event EndState ()

Overrides: Object.EndState (global)


Hold.Timer[edit]

simulated event Timer ()

Overrides: Actor.Timer (global)