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UE2:U2Ammo (U2XMP)
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| Object >> Actor >> Inventory >> Ammunition >> U2Ammo |
Contents |
- Package:
- U2
- Direct subclasses:
- AmmoInvAssaultRifle, AmmoInvAutoCannon, AmmoInvDispersion, AmmoInvEnergyRifle, AmmoInvFlamethrower, AmmoInvGrenade, AmmoInvLaserRifle, AmmoInvLeechGun, AmmoInvPistol, AmmoInvRocketLauncher, AmmoInvRocket, AmmoInvShotgun, AmmoInvSingularityCannon, AmmoInvSniperRifle, AmmoInvTakkra, U2XMPAmmo
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U2Ammo.uc $Author: Mbaldwin $ $Date: 12/10/02 8:16p $ $Revision: 11 $ NOTES: - All U2Ammo interaction runs on the server -- no replication required - AmountAmount is always "1" -- hardcoded in U2Weapon.uc (TournamentWeapon.uc) - ClientFire() and ClientAltFire() assume that AmmoAmmount > 0 is "sufficient to fire"
[edit] Properties
[edit] ClipRoundsRemaining
Type: int
Modifiers: travel
[edit] ClipSize
Type: int
automatically initialized based on AmmoAmount
[edit] Default values
| Property | Value |
|---|---|
| bMergesCopies | True |
[edit] Functions
[edit] Events
[edit] PreBeginPlay
simulated event PreBeginPlay ()
Overrides: Actor.PreBeginPlay
[edit] Replication
simulated event Replication ()
Overrides: Ammunition.Replication
[edit] Other instance functions
[edit] AddMinAmmo
function AddMinAmmo (int MinAmmo)
[edit] CanReload
simulated function bool CanReload ()
[edit] GiveTo
Overrides: Inventory.GiveTo
[edit] MaximizeClipAmount
function MaximizeClipAmount ()
[edit] Reload
simulated function Reload ()
[edit] ReloadRequired
[edit] UseAmmo
Overrides: Ammunition.UseAmmo
