- Package:
- UTGame
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties[edit]
bFlashDual[edit]
Type: bool
toggled on each fire effect in the dual wielding case to alternate which gun effects get played on
DualMesh[edit]
Type: SkeletalMeshComponent
second mesh for dual-wielding, constructed by duplicating Mesh if no default
DualMuzzleFlashLight[edit]
Type: UTExplosionLight
DualMuzzleFlashPSC[edit]
Type: ParticleSystemComponent
DualOverlayMesh[edit]
Type: SkeletalMeshComponent
TracerTemplate[edit]
Type: ParticleSystem
Default value: ParticleSystem'WP_Enforcers.Effects.P_WP_Enforcers_Tracer'
Default values[edit]
Subobjects[edit]
SkeletalMeshComponent0[edit]
Class: Engine.SkeletalMeshComponent
Inherits from: UTWeaponAttachment.SkeletalMeshComponent0
Property |
Value |
Animations |
UTAnimNodeSequence'UTGame.Default__UTAttachment_Enforcer:SkeletalMeshComponent0.MeshSequenceA' |
SkeletalMesh |
SkeletalMesh'WP_Enforcers.Mesh.SK_WP_Enforcer_3P_Mid' |
Instance functions[edit]
CauseMuzzleFlash[edit]
simulated function CauseMuzzleFlash ()
Overrides: UTWeaponAttachment.CauseMuzzleFlash
Causes the muzzle flash to turn on and setup a time to turn it back off again.
ChangeVisibility[edit]
simulated function
ChangeVisibility (
bool bIsVisible)
Overrides: UTWeaponAttachment.ChangeVisibility
CreateOverlayMesh[edit]
simulated function CreateOverlayMesh ()
Overrides: UTWeaponAttachment.CreateOverlayMesh
DetachFrom[edit]
Overrides: UTWeaponAttachment.DetachFrom
Detach weapon from skeletal mesh
FirstPersonFireEffects[edit]
Overrides: UTWeaponAttachment.FirstPersonFireEffects
The Weapon attachment, though hidden, is also responsible for controlling the first person effects for a weapon.
GetEffectLocation[edit]
Overrides: UTWeaponAttachment.GetEffectLocation
(Description copied from UTWeaponAttachment.GetEffectLocation)
Returns:
- the starting location for effects (generally tracers)
MuzzleFlashTimer[edit]
simulated function MuzzleFlashTimer ()
Overrides: UTWeaponAttachment.MuzzleFlashTimer
Turns the MuzzleFlashlight off
SetDualWielding[edit]
simulated function
SetDualWielding (
bool bNowDual)
Overrides: UTWeaponAttachment.SetDualWielding
sets whether the weapon is being dual wielded
SetSkin[edit]
Overrides: UTWeaponAttachment.SetSkin
SetWeaponOverlayFlags[edit]
simulated function
SetWeaponOverlayFlags (
UTPawn OwnerPawn)
Overrides: UTWeaponAttachment.SetWeaponOverlayFlags
SpawnTracer[edit]
StopMuzzleFlash[edit]
simulated function StopMuzzleFlash ()
Overrides: UTWeaponAttachment.StopMuzzleFlash
Stops the muzzle flash
ThirdPersonFireEffects[edit]
simulated function
ThirdPersonFireEffects (
Object.Vector HitLocation)
Overrides: UTWeaponAttachment.ThirdPersonFireEffects
Spawn all of the effects that will be seen in behindview/remote clients. This function is called from the pawn, and should only be called when on a remote client or if the local client is in a 3rd person mode.