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UE2:Weapon instance functions (UT2003)

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UT2003 Object >> Actor >> Inventory >> Weapon (instance functions)

Contents

Weapon instance functions in other games:
RTNP, U1, U2, U2XMP, UDK, UE2Runtime, UT, UT2004, UT3

[edit] Instance functions

[edit] AdjustPlayerDamage

function AdjustPlayerDamage (out int Damage, Pawn InstigatedBy, Object.Vector HitLocation, out Object.Vector Momentum, class<DamageTypeDamageType)


[edit] AltFire

simulated function AltFire (float F)


[edit] AmmoStatus

simulated function float AmmoStatus ()


[edit] BestMode

function byte BestMode ()


[edit] BotFire

function bool BotFire (bool bFinished, optional name FiringMode)


[edit] BringUp

simulated function BringUp (optional Weapon PrevWeapon)


[edit] CanAttack

function bool CanAttack (Actor Other)


[edit] CanThrow

simulated function bool CanThrow ()


[edit] CenteredEffectStart

simulated function Object.Vector CenteredEffectStart ()


[edit] ChargeBar

simulated function float ChargeBar ()


[edit] CheckReflect

function bool CheckReflect (Object.Vector HitLocation, out Object.Vector RefNormal, int AmmoDrain)


[edit] ClientPlayForceFeedback

simulated function ClientPlayForceFeedback (string EffectName)


[edit] ClientWeaponSet

simulated function ClientWeaponSet (bool bPossiblySwitch)


[edit] ClientWeaponThrown

simulated function ClientWeaponThrown ()


[edit] ClientWriteFire

simulated function ClientWriteFire (string Result)


[edit] ClientWriteStats

simulated function ClientWriteStats (byte Mode, bool bMatch, bool bAllowFire, bool bDelay, bool bAlt, float wait)


[edit] ConsumeAmmo

function ConsumeAmmo (int Mode, float load)


[edit] DetachFromPawn

simulated function DetachFromPawn (Pawn P)

Overrides: Inventory.DetachFromPawn


[edit] DisplayDebug

simulated function DisplayDebug (Canvas Canvas, out float YL, out float YPos)

Overrides: Actor.DisplayDebug


[edit] DoAutoSwitch

simulated function DoAutoSwitch ()


[edit] DoReflectEffect

function DoReflectEffect (int Drain)


[edit] DrawWeaponInfo

simulated function DrawWeaponInfo (Canvas C)


[edit] DropFrom

function DropFrom (Object.Vector StartLocation)

Overrides: Inventory.DropFrom


[edit] Fire

simulated function Fire (float F)


[edit] FireHack

function FireHack (byte Mode)


[edit] FocusOnLeader

function bool FocusOnLeader (bool bLeaderFiring)


[edit] GetAIRating

function float GetAIRating ()


[edit] GetAmmoCount

simulated function GetAmmoCount (out float MaxAmmoPrimary, out float CurAmmoPrimary)


[edit] GetDamageRadius

function float GetDamageRadius ()


[edit] GetEffectStart

simulated function Object.Vector GetEffectStart ()


[edit] GetFireStart

simulated function Object.Vector GetFireStart (Object.Vector X, Object.Vector Y, Object.Vector Z)


[edit] GetViewAxes

simulated function GetViewAxes (out Object.Vector xaxis, out Object.Vector yaxis, out Object.Vector zaxis)


[edit] GiveAmmo

function GiveAmmo (int m, WeaponPickup WP, bool bJustSpawned)


[edit] GiveTo

function GiveTo (Pawn Other, optional Pickup Pickup)

Overrides: Inventory.GiveTo


[edit] HandlePickupQuery

function bool HandlePickupQuery (Pickup Item)

Overrides: Inventory.HandlePickupQuery


[edit] HasAmmo

simulated function bool HasAmmo ()


[edit] HolderDied

function HolderDied ()


[edit] IncrementFlashCount

simulated function IncrementFlashCount (int Mode)


[edit] IsFiring

simulated function bool IsFiring ()


[edit] IsRapidFire

function bool IsRapidFire ()


[edit] NextWeapon

simulated function Weapon NextWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)

Overrides: Inventory.NextWeapon


[edit] OutOfAmmo

simulated function OutOfAmmo ()


[edit] PlayIdle

simulated function PlayIdle ()


[edit] PrevWeapon

simulated function Weapon PrevWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)

Overrides: Inventory.PrevWeapon


[edit] PutDown

simulated function bool PutDown ()


[edit] RangedAttackTime

function float RangedAttackTime ()


[edit] RateSelf

simulated function float RateSelf ()


[edit] ReadyToFire

simulated function bool ReadyToFire (int Mode)


[edit] RecommendLongRangedAttack

function bool RecommendLongRangedAttack ()


[edit] RecommendRangedAttack

function bool RecommendRangedAttack ()


[edit] RecommendSplashDamage

function bool RecommendSplashDamage ()


[edit] RecommendWeapon

simulated function Weapon RecommendWeapon (out float rating)

Overrides: Inventory.RecommendWeapon


[edit] RefireRate

function float RefireRate ()


[edit] Reselect

simulated function Reselect ()


[edit] ServerStopFire

function ServerStopFire (byte Mode)


[edit] SetAITarget

function SetAITarget (Actor T)


[edit] SetHand

simulated function SetHand (float InHand)


[edit] ShootHoop

function bool ShootHoop (Controller B, Object.Vector ShootLoc)


[edit] SplashDamage

function bool SplashDamage ()


[edit] SplashJump

function bool SplashJump ()


[edit] StartBerserk

simulated function StartBerserk ()


[edit] StartFire

simulated function bool StartFire (int Mode)


[edit] StopBerserk

simulated function StopBerserk ()


[edit] StopForceFeedback

simulated function StopForceFeedback (string EffectName)


[edit] SuggestAttackStyle

function float SuggestAttackStyle ()


[edit] SuggestDefenseStyle

function float SuggestDefenseStyle ()


[edit] SynchronizeWeapon

function SynchronizeWeapon (Weapon ClientWeapon)


[edit] WeaponCentered

simulated function bool WeaponCentered ()


[edit] WeaponChange

simulated function Weapon WeaponChange (byte F, bool bSilent)

Overrides: Inventory.WeaponChange


[edit] ZeroFlashCount

simulated function ZeroFlashCount (int Mode)


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