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UE2:Weapon (UT2003)

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UT2003 Object >> Actor >> Inventory >> Weapon

Contents

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
Member Value
X 0.0
Y 0.0
Z 0.0
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

exec function GetWeaponStats ()


[edit] Events

[edit] AnimEnd

simulated event AnimEnd (int channel)

Overrides: Actor.AnimEnd


[edit] ClientStartFire

simulated event ClientStartFire (int Mode)


[edit] ClientStopFire

simulated event ClientStopFire (int Mode)


[edit] Destroyed

simulated event Destroyed ()

Overrides: Inventory.Destroyed


[edit] PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


[edit] RenderOverlays

simulated event RenderOverlays (Canvas Canvas)

Overrides: Inventory.RenderOverlays


[edit] ServerStartFire

event ServerStartFire (byte Mode)


[edit] StopFire

simulated event StopFire (int Mode)


[edit] Timer

simulated event Timer ()

Overrides: Actor.Timer


[edit] WeaponTick

simulated event WeaponTick (float dt)


[edit] Other instance functions

See Weapon instance functions.

[edit] States

[edit] Hidden

[edit] PendingClientWeaponSet

[edit] PendingClientWeaponSet.BeginState

simulated event BeginState ()

Overrides: Object.BeginState (global)


[edit] PendingClientWeaponSet.EndState

simulated event EndState ()

Overrides: Object.EndState (global)


[edit] PendingClientWeaponSet.Timer

simulated event Timer ()

Overrides: Timer (global)


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