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UE2:WeaponInvAssaultRifle (U2XMP)

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U2XMP Object >> Actor >> Inventory >> Weapon >> U2Weapon >> WeaponInvAssaultRifle
Package: 
U2Weapons
Direct subclasses:
WeaponInvAssaultRifleSmall, WeaponTutorialInvAssaultRifle

$Workfile: WeaponInvAssaultRifle.uc $ Created By: Jess Crable, Mark Poesch Created On: 1/14/00 $Author: Mfox $ $Date: 10/23/02 4:07p $ $Revision: 46 $

Properties[edit]

Angle[edit]

Type: float


RotationIndex[edit]

Type: int


Default values[edit]

Property Value
AIRating 0.8
AIRatingAltFire 0.7
AIRatingFire 0.8
AltFireLastDownTime 1.6
AltFireLastReloadTime 2.8
AltFireLastRoundSound Sound'U2WeaponsA.AssaultRifle.AR_AltFireLastRound'
AltFireSound Sound'U2WeaponsA.AssaultRifle.AR_AltFire'
AltFireTime 1.0
AltProjectileClass Class'U2Weapons.projectileAssaultRoundAlt'
AltRefireRate 1.0
AltShakeMag 10.0
AltShakeTime 0.3
AmmoName Class'U2Weapons.ammoInvAssaultRifle'
AutoSwitchPriority 15
bAltSplashDamage True
bAmbientFireSound True
bCrosshairGlows True
bInstantHit True
BobDamping 0.975
bRapidFire True
bRecommendAltSplashDamage True
CockingSound Sound'U2WeaponsA.AssaultRifle.AR_Reload'
CrosshairName "AR_Cross"
Damage 12.0
DecoEffects[0]
Member Value
AnimSequence 'Fire'
DecoClass Class'U2Weapons.AR_LightEffect'
MountNode "#Muzzleflash"
MountOffset
Member Value
X 15.0
Z 15.0
DecoEffects[1]
Member Value
AnimSequence 'Fire'
bRequiresWorldZBuffer True
DecoClass Class'ParticleSystems.PulseLineGenerator'
MountNode "#Muzzleflash"
Particles PulseLineGenerator'AssaultFX.PulseLineGenerator1'
FireLastDownTime 1.125
FireLastReloadTime 2.166
FireLastRoundSound Sound'U2WeaponsA.AssaultRifle.AR_FireLastRound'
FireOffset
Member Value
X 40.0
Y 12.0
Z -32.0
FireSound Sound'U2WeaponsA.AssaultRifle.AR_Fire'
FireTime 0.1
FirstPersonOffset
Member Value
Y 4.0
Z 6.0
FlashSkin Shader'WeaponFXT.CAR.AR_SKIN2FX'
GroupOffset 2
IconIndex 3
ImpactHandlerClass Class'U2Weapons.impactAssaultRifle'
InventoryGroup 2
ItemID "AR"
ItemName "Assault Rifle"
Mesh LegendMesh'GlmWeaponsG.AR_FP'
MyDamageType Class'U2.DamageTypePhysicalInstant'
PickupAmmoCount 75
PickupClass Class'U2Weapons.weaponAssaultRifle'
PlayerViewOffset
Member Value
X 0.0
Z 0.0
PreferCrouchingMultiplier 1.5
PreferProneMultiplier 2.0
RangeIdealAltFire 512.0
RangeIdealFire 2048.0
RangeLimitAltFire 32767.0
RangeLimitFire 32767.0
RangeMaxAltFire 2048.0
RangeMaxFire 4096.0
RangeMinAltFire 196.0
RangeMinFire 0.0
RatingRangeIdealAltFire 0.9
RatingRangeIdealFire 0.8
RatingRangeLimitAltFire 0.01
RatingRangeLimitFire 0.01
RatingRangeMaxAltFire 0.1
RatingRangeMaxFire 0.2
RatingRangeMinAltFire 0.9
RatingRangeMinFire 0.8
RefireRate 0.02
ReloadTime 2.166
ReloadUnloadedSound Sound'U2WeaponsA.AssaultRifle.AR_ReloadUnloaded'
SelectSound Sound'U2WeaponsA.AssaultRifle.AR_Select'
ShakeMag 3.0
ShakeTime 1.5
SoundRadius 400.0
ThirdPersonMesh LegendMesh'GlmWeaponsG.AR_TP'
TraceRange 4800.0
TraceSpreadAltFire 3.0
TraceSpreadFire 3.0
WeaponAnimationType AT_Large

Instance functions[edit]

ClientTraceImpact[edit]

simulated function ClientTraceImpact (Actor.CheckResult Hit)

Overrides: U2Weapon.ClientTraceImpact


GetAltFireAmmoUsed[edit]

simulated function int GetAltFireAmmoUsed ()

Overrides: U2Weapon.GetAltFireAmmoUsed


GetCrosshairAngle210[edit]

simulated function float GetCrosshairAngle210 ()


GetCrosshairAngle330[edit]

simulated function float GetCrosshairAngle330 ()


GetCrosshairAngle90[edit]

simulated function float GetCrosshairAngle90 ()


HandleLastRound[edit]

simulated function HandleLastRound ()


HandleTargetDetails[edit]

simulated function HandleTargetDetails (Actor A, Canvas Canvas, Object.Vector ViewLoc, Object.Rotator ViewRot)

Overrides: U2Weapon.HandleTargetDetails


PlayAltFiring[edit]

simulated function PlayAltFiring ()

Overrides: U2Weapon.PlayAltFiring


PlayFiring[edit]

simulated function PlayFiring ()

Overrides: U2Weapon.PlayFiring


ProcessTraceHitEx[edit]

function ProcessTraceHitEx (Object.Vector HitDirection, Actor.CheckResult Hit, float EffectiveDamage)

Overrides: U2Weapon.ProcessTraceHitEx


UpdateRotationThing[edit]

simulated function UpdateRotationThing ()


UpdateTracer[edit]

simulated function UpdateTracer (Actor.CheckResult Hit)


States[edit]

Firing[edit]

Inherits from: U2Weapon.Firing

Modifiers: simulated

Ignores: AltFire, Fire

Firing.EndState[edit]

simulated event EndState ()

Overrides: U2Weapon.Firing.EndState