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UE1:TournamentWeapon (UT)

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UT Object >> Actor >> Inventory >> Weapon >> TournamentWeapon

Contents

Package: 
BotPack
Direct subclasses:
ChainSaw, Enforcer, ImpactHammer, Minigun2, PulseGun, Ripper, ShockRifle, SniperRifle, Translocator, UT_BioRifle, UT_Eightball, UT_FlakCannon, WarHeadLauncher

TournamentWeapon.

Properties[edit]

Property group 'TournamentWeapon'[edit]

AltFireTime[edit]

Type: float

used to synch server and client firing up

FireTime[edit]

Type: float


Internal variables[edit]

Affector[edit]

Type: TournamentPickup


bCanClientFire[edit]

Type: bool


bForceAltFire[edit]

Type: bool


bForceFire[edit]

Type: bool


FireAdjust[edit]

Type: float


Default value: 1.0

FireStartTime[edit]

Type: float


InstFlash[edit]

Type: float


InstFog[edit]

Type: Object.Vector


WeaponDescription[edit]

Type: string

Modifiers: localized


Default values[edit]

Property Value
AltDamageType 'Unspecified'
bClientAnim True
MyDamageType 'Unspecified'
PickupMessageClass Class'BotPack.PickupMessagePlus'

Functions[edit]

Events[edit]

AnimEnd[edit]

simulated event AnimEnd ()

Overrides: Actor.AnimEnd


Landed[edit]

simulated event Landed (Object.Vector HitNormal)

Overrides: Actor.Landed


Other instance functions[edit]

AltFire[edit]

function AltFire (float Value)

Overrides: Weapon.AltFire


BecomeItem[edit]

function BecomeItem ()

Overrides: Inventory.BecomeItem


ClientAltFire[edit]

simulated function bool ClientAltFire (float Value)

Overrides: Weapon.ClientAltFire


ClientFire[edit]

simulated function bool ClientFire (float Value)

Overrides: Weapon.ClientFire


ClientPutDown[edit]

simulated function ClientPutDown (Weapon NextWeapon)

Overrides: Weapon.ClientPutDown


DropFrom[edit]

function DropFrom (Object.Vector StartLocation)

Overrides: Weapon.DropFrom


Finish[edit]

function Finish ()

Overrides: Weapon.Finish


Fire[edit]

function Fire (float Value)

Overrides: Weapon.Fire


ForceAltFire[edit]

function ForceAltFire ()

Overrides: Weapon.ForceAltFire


ForceClientAltFire[edit]

simulated function ForceClientAltFire ()


ForceClientFire[edit]

simulated function ForceClientFire ()


ForceFire[edit]

function ForceFire ()

Overrides: Weapon.ForceFire


HandlePickupQuery[edit]

function bool HandlePickupQuery (Inventory Item)

Overrides: Weapon.HandlePickupQuery


PlayIdleAnim[edit]

simulated function PlayIdleAnim ()

Overrides: Weapon.PlayIdleAnim


PlayPostSelect[edit]

simulated function PlayPostSelect ()

Overrides: Weapon.PlayPostSelect


PlaySelect[edit]

simulated function PlaySelect ()

Overrides: Weapon.PlaySelect


SetWeaponStay[edit]

function SetWeaponStay ()

Overrides: Weapon.SetWeaponStay


TweenDown[edit]

simulated function TweenDown ()

Overrides: Weapon.TweenDown


TweenToStill[edit]

simulated function TweenToStill ()

Overrides: Weapon.TweenToStill


States[edit]

Active[edit]

Inherits from: Weapon.Active

Ignores: AnimEnd

Active.EndState[edit]

event EndState ()

Overrides: Object.EndState (global)


Active.ForceAltFire[edit]

function ForceAltFire ()

Overrides: ForceAltFire (global)


Active.ForceFire[edit]

function ForceFire ()

Overrides: ForceFire (global)


AltFiring[edit]

AltFiring.AnimEnd[edit]

event AnimEnd ()

Overrides: AnimEnd (global)


AltFiring.AltFire[edit]

function AltFire (float F)

Overrides: Weapon.AltFiring.AltFire


AltFiring.Fire[edit]

function Fire (float F)

Overrides: Weapon.AltFiring.Fire


AltFiring.ForceAltFire[edit]

function ForceAltFire ()

Overrides: ForceAltFire (global)


AltFiring.ForceFire[edit]

function ForceFire ()

Overrides: ForceFire (global)


ClientActive[edit]

ClientActive.AnimEnd[edit]

simulated event AnimEnd ()

Overrides: AnimEnd (global)


ClientActive.BeginState[edit]

simulated event BeginState ()

Overrides: Object.BeginState (global)


ClientActive.EndState[edit]

simulated event EndState ()

Overrides: Object.EndState (global)


ClientActive.ClientAltFire[edit]

simulated function bool ClientAltFire (float Value)

Overrides: ClientAltFire (global)


ClientActive.ClientFire[edit]

simulated function bool ClientFire (float Value)

Overrides: ClientFire (global)


ClientActive.ForceClientAltFire[edit]

simulated function ForceClientAltFire ()

Overrides: ForceClientAltFire (global)


ClientActive.ForceClientFire[edit]

simulated function ForceClientFire ()

Overrides: ForceClientFire (global)


ClientAltFiring[edit]

ClientAltFiring.AnimEnd[edit]

simulated event AnimEnd ()

Overrides: AnimEnd (global)


ClientAltFiring.EndState[edit]

simulated event EndState ()

Overrides: Object.EndState (global)


ClientAltFiring.ClientAltFire[edit]

simulated function bool ClientAltFire (float Value)

Overrides: ClientAltFire (global)


ClientAltFiring.ClientFire[edit]

simulated function bool ClientFire (float Value)

Overrides: ClientFire (global)


ClientDown[edit]

ClientDown.AnimEnd[edit]

simulated event AnimEnd ()

Overrides: AnimEnd (global)


ClientDown.BeginState[edit]

simulated event BeginState ()

Overrides: Object.BeginState (global)


ClientDown.Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


ClientDown.ClientAltFire[edit]

simulated function bool ClientAltFire (float Value)

Overrides: ClientAltFire (global)


ClientDown.ClientFire[edit]

simulated function bool ClientFire (float Value)

Overrides: ClientFire (global)


ClientDown.ForceClientAltFire[edit]

simulated function ForceClientAltFire ()

Overrides: ForceClientAltFire (global)


ClientDown.ForceClientFire[edit]

simulated function ForceClientFire ()

Overrides: ForceClientFire (global)


ClientFiring[edit]

ClientFiring.AnimEnd[edit]

simulated event AnimEnd ()

Overrides: AnimEnd (global)


ClientFiring.EndState[edit]

simulated event EndState ()

Overrides: Object.EndState (global)


ClientFiring.ClientAltFire[edit]

simulated function bool ClientAltFire (float Value)

Overrides: ClientAltFire (global)


ClientFiring.ClientFire[edit]

simulated function bool ClientFire (float Value)

Overrides: ClientFire (global)


DownWeapon[edit]

Inherits from: Weapon.DownWeapon

Ignores: AltFire, AnimEnd, Fire

DownWeapon.BeginState[edit]

event BeginState ()

Overrides: Weapon.DownWeapon.BeginState


NormalFire[edit]

NormalFire.AnimEnd[edit]

event AnimEnd ()

Overrides: AnimEnd (global)


NormalFire.AltFire[edit]

function AltFire (float F)

Overrides: Weapon.NormalFire.AltFire


NormalFire.Fire[edit]

function Fire (float F)

Overrides: Weapon.NormalFire.Fire


NormalFire.ForceAltFire[edit]

function ForceAltFire ()

Overrides: ForceAltFire (global)


NormalFire.ForceFire[edit]

function ForceFire ()

Overrides: ForceFire (global)


Pickup[edit]

Inherits from: Inventory.Pickup

Modifiers: auto

Ignores: AnimEnd

Pickup.Landed[edit]

simulated event Landed (Object.Vector HitNormal)

Overrides: Inventory.Pickup.Landed