The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall
UE2:Weapon (UT2003)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- Engine
- Direct subclasses:
- AssaultRifle, BallLauncher, BioRifle, FlakCannon, LinkGun, Minigun, Painter, Redeemer, RocketLauncher, ShieldGun, ShockRifle, SniperRifle, TransLauncher
- Known custom subclass:
- ReloadableWeaponBase
- This class in other games:
- RTNP, U1, U2, U2XMP, UDK, UE2Runtime, UT, UT2004, UT3
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[edit] Constants
[edit] NUM_FIRE_MODES
Value: 2
[edit] Properties
[edit] Property group 'FirstPerson'
[edit] CenteredOffsetY
Type: float
Default value: -10.0
[edit] CenteredRoll
Type: int
Default value: 2000
[edit] CenteredYaw
Type: int
[edit] SmallViewOffset
Type: Object.Vector
Offset from view center with small weapons option.
[edit] Property group 'Weapon'
[edit] AimAnim
Type: name
Default value: 'Aim'
[edit] AimAnimRate
Type: float
Default value: 1.0
[edit] AIRating
Type: float
Default value: 0.5
[edit] Ammo
Type: Ammunition
Array size: 2 (NUM_FIRE_MODES)
[edit] bCanThrow
Type: bool
Default value: True
[edit] bForceSwitch
Type: bool
if true, this weapon will prevent any other weapon from delaying the switch to it (bomb launcher)
[edit] bMeleeWeapon
Type: bool
[edit] bNotInPriorityList
Type: bool
Should be displayed in a GUI weapon list
[edit] BotMode
Type: int
the fire Mode currently being used for bots
[edit] bSniping
Type: bool
[edit] ClientState
Type: EWeaponClientState
this will always be None on the server
[edit] DefaultPriority
Type: byte
[edit] DisplayFOV
Type: float
Default value: 90.0
[edit] EffectOffset
Type: Object.Vector
where muzzle flashes and smoke appear. replace by bone reference eventually
[edit] ExchangeFireModes
Type: byte
Modifiers: config
[edit] FireMode
Type: WeaponFire
Array size: 2 (NUM_FIRE_MODES)
Modifiers: editinline
[edit] FireModeClass
Type: class<WeaponFire>
Array size: 2 (NUM_FIRE_MODES)
[edit] IdleAnim
Type: name
Default value: 'Idle'
[edit] IdleAnimRate
Type: float
Default value: 1.0
[edit] MessageNoAmmo
Type: string
Modifiers: localized
Default value: " has no ammo"
[edit] Priority
Type: byte
Modifiers: config
[edit] PutDownAnim
Type: name
Default value: 'Down'
[edit] PutDownAnimRate
Type: float
Default value: 1.5
[edit] RestAnim
Type: name
Default value: 'Rest'
[edit] RestAnimRate
Type: float
Default value: 1.0
[edit] RunAnim
Type: name
Default value: 'Run'
[edit] RunAnimRate
Type: float
Default value: 1.0
[edit] SelectAnim
Type: name
Default value: 'Select'
[edit] SelectAnimRate
Type: float
Default value: 1.5
[edit] SelectForce
Type: string
[edit] SelectSound
Type: Sound
[edit] Internal variables
[edit] bDebugging
Type: bool
[edit] bMatchWeapons
Type: bool
for team beacons (lightning gun potential links)
[edit] bNotInDemo
Type: bool
[edit] bNoVoluntarySwitch
Type: bool
[edit] bPendingSwitch
Type: bool
Modifiers: transient
[edit] bShowChargingBar
Type: bool
[edit] bSpectated
Type: bool
[edit] CurrentRating
Type: float
rating result from most recent RateSelf()
Default value: 0.5
[edit] CustomCrosshair
Type: int
Modifiers: config
Default value: -1
[edit] CustomCrossHairColor
Type: Object.Color
Modifiers: config
Default value:
| Member | Value |
|---|---|
| A | 255 |
| B | 255 |
| G | 255 |
| R | 255 |
[edit] CustomCrossHairScale
Type: float
Modifiers: config
Default value: 1.0
[edit] CustomCrossHairTexture
Type: Texture
[edit] CustomCrossHairTextureName
Type: string
Modifiers: config
[edit] DemoReplacement
Type: class<Weapon>
[edit] Hand
Type: float
[edit] HudColor
Type: Object.Color
Default value:
| Member | Value |
|---|---|
| A | 255 |
| B | 0 |
| G | 255 |
| R | 255 |
[edit] OldWeapon
Type: Weapon
[edit] RenderedHand
Type: float
[edit] SmallEffectOffset
Type: Object.Vector
[edit] Default values
| Property | Value | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| AmbientGlow | 20 | ||||||||
| AttachmentClass | Class'Engine.WeaponAttachment' | ||||||||
| DrawType | DT_Mesh | ||||||||
| InventoryGroup | 1 | ||||||||
| MaxLights | 6 | ||||||||
| NetPriority | 3.0 | ||||||||
| PlayerViewOffset |
|
||||||||
| ScaleGlow | 1.5 | ||||||||
| SoundVolume | 255 |
[edit] Enums
[edit] EWeaponClientState
- WS_None
- WS_Hidden
- WS_BringUp
- WS_PutDown
- WS_ReadyToFire
[edit] Functions
[edit] Exec functions
[edit] GetWeaponStats
[edit] Events
[edit] AnimEnd
Overrides: Actor.AnimEnd
[edit] ClientStartFire
[edit] ClientStopFire
[edit] Destroyed
Overrides: Inventory.Destroyed
[edit] PostBeginPlay
Overrides: Actor.PostBeginPlay
[edit] RenderOverlays
Overrides: Inventory.RenderOverlays
[edit] ServerStartFire
[edit] StopFire
[edit] Timer
Overrides: Actor.Timer
[edit] WeaponTick
[edit] Other instance functions
See Weapon instance functions.
[edit] States
[edit] Hidden
[edit] PendingClientWeaponSet
[edit] PendingClientWeaponSet.BeginState
Overrides: Object.BeginState (global)
[edit] PendingClientWeaponSet.EndState
Overrides: Object.EndState (global)
[edit] PendingClientWeaponSet.Timer
Overrides: Timer (global)
