Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE1:AutoMag (U1)
Contents
- Package:
- UnrealShare
- This class in other games:
- RTNP, UT
Implementation of the Automag pistol.
Properties[edit]
Property group 'AutoMag'[edit]
hitdamage[edit]
Type: int
The damage done per hit.
Default value: 17
Internal variables[edit]
AltAccuracy[edit]
Type: float
Current aim accuracy in alternate fire mode. Starts at 0.4 and increases by 0.5 after every shot up to 3.4.
ClipCount[edit]
Type: int
The ammo used from the current clip. After 20 shots, a reload animation is played and the ClipCount is reset to 0.
Default values[edit]
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
AIRating | 0.2 | ||||||||
AltFireSound | Sound'UnrealShare.AutoMag.shot' | ||||||||
AltRefireRate | 0.9 | ||||||||
AmmoName | Class'UnrealShare.Shellbox' | ||||||||
AutoSwitchPriority | 2 | ||||||||
bAltInstantHit | True | ||||||||
bInstantHit | True | ||||||||
bNoSmooth | False | ||||||||
CockingSound | Sound'UnrealShare.AutoMag.Cocking' | ||||||||
CollisionHeight | 10.0 | ||||||||
CollisionRadius | 25.0 | ||||||||
DeathMessage | "%o got gatted by %k's %w." | ||||||||
FireOffset |
|
||||||||
FireSound | Sound'UnrealShare.AutoMag.shot' | ||||||||
InventoryGroup | 2 | ||||||||
ItemName | "Automag" | ||||||||
Mass | 15.0 | ||||||||
Mesh | LodMesh'UnrealShare.AutoMagPickup' | ||||||||
Misc1Sound | Sound'UnrealShare.flak.Click' | ||||||||
Misc2Sound | Sound'UnrealShare.AutoMag.Reload' | ||||||||
PickupAmmoCount | 20 | ||||||||
PickupMessage | "You got the AutoMag" | ||||||||
PickupSound | Sound'UnrealShare.Pickups.WeaponPickup' | ||||||||
PickupViewMesh | LodMesh'UnrealShare.AutoMagPickup' | ||||||||
PlayerViewMesh | LodMesh'UnrealShare.AutoMagL' | ||||||||
PlayerViewOffset |
|
||||||||
RefireRate | 0.7 | ||||||||
SelectSound | Sound'UnrealShare.AutoMag.Cocking' | ||||||||
ShakeMag | 200.0 | ||||||||
ShakeVert | 4.0 | ||||||||
ThirdPersonMesh | LodMesh'UnrealShare.auto3rd' |
Instance functions[edit]
AltFire[edit]
Overrides: Weapon.AltFire
Resets the AltAccuracy to 0.4 and sends the weapon into AltFiring mode if it still has ammo.
Finish[edit]
Overrides: Weapon.Finish
PlayAltFiring[edit]
Overrides: Weapon.PlayAltFiring
PlayFiring[edit]
Overrides: Weapon.PlayFiring
PlayPostSelect[edit]
Overrides: Weapon.PlayPostSelect
ProcessTraceHit[edit]
Overrides: Weapon.ProcessTraceHit
setHand[edit]
Overrides: Weapon.setHand
States[edit]
AltFiring[edit]
Implements the alternate firing mode logic.
Inherits from: Weapon.AltFiring
Ignores: AltFiring.AltFire, AltFiring.Fire
Idle[edit]
Idle.AnimEnd[edit]
Overrides: Weapon.Idle.AnimEnd
Idle.Timer[edit]
Overrides: Actor.Timer (global)
Idle.PutDown[edit]
Overrides: Weapon.Idle.PutDown
NewClip[edit]
Implements the reload logic. Plays the clip eject animation, puts down the weapon, resets the clip count and brings up the weapon again before allowing the player to fire again.
NormalFire[edit]
Implements the primary fire mode logic. At a ClipCount higher than 15, a click sound is played, and if it reaches 20, the reload logic is activated.