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

UE1:AutoMag (U1)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U1 Object >> Actor >> Inventory >> Weapon >> AutoMag
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
Member Value
Y -10.0
Z -4.0
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
Member Value
X 4.8
Y -1.7
Z -2.7
RefireRate 0.7
SelectSound Sound'UnrealShare.AutoMag.Cocking'
ShakeMag 200.0
ShakeVert 4.0
ThirdPersonMesh LodMesh'UnrealShare.auto3rd'

Instance functions[edit]

AltFire[edit]

function AltFire (float Value)

Overrides: Weapon.AltFire

Resets the AltAccuracy to 0.4 and sends the weapon into AltFiring mode if it still has ammo.

Finish[edit]

function Finish ()

Overrides: Weapon.Finish


PlayAltFiring[edit]

function PlayAltFiring ()

Overrides: Weapon.PlayAltFiring


PlayFiring[edit]

function PlayFiring ()

Overrides: Weapon.PlayFiring


PlayPostSelect[edit]

function PlayPostSelect ()

Overrides: Weapon.PlayPostSelect


ProcessTraceHit[edit]

function ProcessTraceHit (Actor Other, Object.Vector HitLocation, Object.Vector HitNormal, Object.Vector X, Object.Vector Y, Object.Vector Z)

Overrides: Weapon.ProcessTraceHit


setHand[edit]

function setHand (float Hand)

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]

event AnimEnd ()

Overrides: Weapon.Idle.AnimEnd


Idle.Timer[edit]

event Timer ()

Overrides: Actor.Timer (global)


Idle.PutDown[edit]

function bool PutDown ()

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.

Ignores: AltFire, Fire

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.