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UE2:Ammunition (UT2003)

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UT2003 Object >> Actor >> Inventory >> Ammunition
Package: 
Engine
Direct subclasses:
TransAmmo, BallAmmo, BioAmmo, BruteAmmo, RedeemerAmmo, FlakAmmo, GasbagAmmo, GrenadeAmmo, KrallAmmo, LinkAmmo, MinigunAmmo, RocketAmmo, ShieldAmmo, ShockAmmo, SkaarjAmmo, SniperAmmo, WarlordAmmo
This class in other games:
U2XMP, UT2004, UE2Runtime

Ammunition: the base class of weapon ammunition

This is a built-in Unreal class and it shouldn't be modified.

Properties[edit]

AmmoAmount[edit]

Type: int

Modifiers: travel


bInstantHit[edit]

Type: bool


bLeadTarget[edit]

Type: bool


bRecommendSplashDamage[edit]

Type: bool


bSplashDamage[edit]

Type: bool


bTossed[edit]

Type: bool


bTryHeadShot[edit]

Type: bool


bTrySplash[edit]

Type: bool


FireSound[edit]

Type: Sound


InitialAmount[edit]

Type: int

sjs // Amount of Ammo current available

Default value: 10

MaxAmmo[edit]

Type: int

Modifiers: travel

Max amount of ammo

MaxRange[edit]

Type: float

for autoaim

MyDamageType[edit]

Type: class<DamageType>


Default value: Class'Engine.DamageType'

PickupAmmo[edit]

Type: int

Modifiers: travel


ProjectileClass[edit]

Type: class<Projectile>


RefireRate[edit]

Type: float


Default value: 0.5

WarnTargetPct[edit]

Type: float


Default value: 0.5

Default values[edit]

Property Value
bNetNotify True

Functions[edit]

Events[edit]

PostNetReceive[edit]

simulated event PostNetReceive ()

Overrides: Actor.PostNetReceive


Other instance functions[edit]

AddAmmo[edit]

function bool AddAmmo (int AmmoToAdd)


CheckOutOfAmmo[edit]

simulated function CheckOutOfAmmo ()


DisplayDebug[edit]

simulated function DisplayDebug (Canvas Canvas, out float YL, out float YPos)

Overrides: Actor.DisplayDebug


GetDamageRadius[edit]

function float GetDamageRadius ()


HandlePickupQuery[edit]

function bool HandlePickupQuery (Pickup Item)

Overrides: Inventory.HandlePickupQuery


HasAmmo[edit]

simulated function bool HasAmmo ()


ProcessTraceHit[edit]

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


RateSelf[edit]

function float RateSelf (Pawn Shooter, out name RecommendedFiringMode)


SpawnProjectile[edit]

function SpawnProjectile (Object.Vector Start, Object.Rotator Dir)


UseAmmo[edit]

simulated function bool UseAmmo (int AmountNeeded, optional bool bAmountNeededIsMax)


WarnTarget[edit]

function WarnTarget (Actor Target, Pawn P, Object.Vector FireDir)