I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX

UE2:Weapon internal variables (UE2Runtime)

From Unreal Wiki, The Unreal Engine Documentation Site

Jump to: navigation, search
UE2Runtime Object >> Actor >> Inventory >> Weapon (internal variables)

Contents

Weapon internal variables in other games:
U2, U2XMP
Other member categories for this class:
instance functions, states

[edit] Internal variables

[edit] AdjustedAim

Type: Object.Rotator


[edit] Affector

Type: Powerups

powerup chain currently affecting this weapon

[edit] AimError

Type: float

Aim Error for bots (note this value doubled if instant hit weapon)

Default value: 550.0

[edit] AIRating

Type: float


Default value: 0.5

[edit] AmmoName

Type: class<Ammunition>

Type of ammo used.

[edit] AmmoType

Type: Ammunition

Modifiers: travel

Inventory Ammo being used.

[edit] AutoSwitchPriority

Type: int


Default value: 1

[edit] bAutoFire

Type: bool

when changed, draw muzzle flash for current frame

[edit] bCanThrow

Type: bool

if true, player can toss this weapon out

Default value: True

[edit] bChangeWeapon

Type: bool

Used in Active State

[edit] bDrawMuzzleFlash

Type: bool


[edit] bForceAltFire

Type: bool


[edit] bForceFire

Type: bool


[edit] bForceReload

Type: bool


[edit] bMeleeWeapon

Type: bool

Weapon is only a melee weapon

[edit] bMuzzleFlash

Type: bool

if !=0 show first-person muzzle flash

[edit] bMuzzleFlashParticles

Type: bool


[edit] bPointing

Type: bool

Indicates weapon is being pointed

[edit] bRapidFire

Type: bool

used by pawn animations in determining firing animation, and for net replication

[edit] bSetFlashTime

Type: bool

reset FlashTime clock when false

[edit] bSniping

Type: bool

weapon useful for sniping

[edit] bSpectated

Type: bool


[edit] bSteadyToggle

Type: bool


[edit] bWeaponUp

Type: bool

Used in Active State

[edit] CrossHair

Type: Texture


[edit] CurrentRating

Type: float


Default value: 0.5

[edit] DisplayFOV

Type: float


Default value: 85.0

[edit] FireAdjust

Type: float


Default value: 1.0

[edit] FireOffset

Type: Object.Vector

Offset from first person eye position for projectile/trace start

[edit] FlashCount

Type: byte

when incremented, draw muzzle flash for current frame

[edit] FlashTime

Type: float

time when muzzleflash will be cleared (set in RenderOverlays())

[edit] LeftHandedMesh

Type: string

string of name of left-handed view mesh (if different)

[edit] MaxRange

Type: float

max range of weapon for non-trace hit attacks

Default value: 8000.0

[edit] MFTexture

Type: Texture

first-person muzzle flash sprite

[edit] MuzzleFlashMesh

Type: Mesh


[edit] MuzzleFlashScale

Type: float


[edit] MuzzleFlashStyle

Type: Actor.ERenderStyle


[edit] MuzzleFlashTexture

Type: Texture


[edit] NameColor

Type: Object.Color

used when drawing name on HUD

Default value:

Member Value
A 255
B 255
G 255
R 255

[edit] OldWeapon

Type: Weapon


[edit] PickupAmmoCount

Type: int

Amount of ammo initially in pick-up item.

[edit] ReloadCount

Type: byte


[edit] ShakeMag

Type: float


Default value: 300.0

[edit] ShakeSpeed

Type: Object.Vector


Default value:

Member Value
X 100.0
Y 100.0
Z 100.0

[edit] ShakeTime

Type: float


Default value: 0.1

[edit] ShakeVert

Type: Object.Vector


Default value:

Member Value
Z 5.0

[edit] StopFiringTime

Type: float

repeater weapons use this

[edit] TraceAccuracy

Type: float


[edit] TraceDist

Type: float

how far instant hit trace fires go

Default value: 10000.0

[edit] WeaponDescription

Type: string

Modifiers: localized