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UE2:Weapon (UT2003)

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UT2003 Object >> Actor >> Inventory >> Weapon

Contents

Package: 
Engine
Direct subclasses:
AssaultRifle, BallLauncher, BioRifle, FlakCannon, LinkGun, Minigun, Painter, Redeemer, RocketLauncher, ShieldGun, ShockRifle, SniperRifle, TransLauncher
Known custom subclass:
ReloadableWeaponBase
This class in other games:
RTNP, U1, UT, UE2Runtime, U2XMP, UT2004, U2, UT3, UDK

null

Constants[edit]

NUM_FIRE_MODES[edit]

Value: 2


Properties[edit]

Property group 'FirstPerson'[edit]

CenteredOffsetY[edit]

Type: float


Default value: -10.0

CenteredRoll[edit]

Type: int


Default value: 2000

CenteredYaw[edit]

Type: int


SmallViewOffset[edit]

Type: Object.Vector

Offset from view center with small weapons option.

Property group 'Weapon'[edit]

AimAnim[edit]

Type: name


Default value: 'Aim'

AimAnimRate[edit]

Type: float


Default value: 1.0

AIRating[edit]

Type: float


Default value: 0.5

Ammo[edit]

Type: Ammunition

Array size: 2 (NUM_FIRE_MODES)


bCanThrow[edit]

Type: bool


Default value: True

bForceSwitch[edit]

Type: bool

if true, this weapon will prevent any other weapon from delaying the switch to it (bomb launcher)

bMeleeWeapon[edit]

Type: bool


bNotInPriorityList[edit]

Type: bool

Should be displayed in a GUI weapon list

BotMode[edit]

Type: int

the fire Mode currently being used for bots

bSniping[edit]

Type: bool


ClientState[edit]

Type: EWeaponClientState

this will always be None on the server

DefaultPriority[edit]

Type: byte


DisplayFOV[edit]

Type: float


Default value: 90.0

EffectOffset[edit]

Type: Object.Vector

where muzzle flashes and smoke appear. replace by bone reference eventually

ExchangeFireModes[edit]

Type: byte

Modifiers: config


FireMode[edit]

Type: WeaponFire

Array size: 2 (NUM_FIRE_MODES)

Modifiers: editinline


FireModeClass[edit]

Type: class<WeaponFire>

Array size: 2 (NUM_FIRE_MODES)


IdleAnim[edit]

Type: name


Default value: 'Idle'

IdleAnimRate[edit]

Type: float


Default value: 1.0

MessageNoAmmo[edit]

Type: string

Modifiers: localized


Default value: " has no ammo"

Priority[edit]

Type: byte

Modifiers: config


PutDownAnim[edit]

Type: name


Default value: 'Down'

PutDownAnimRate[edit]

Type: float


Default value: 1.5

RestAnim[edit]

Type: name


Default value: 'Rest'

RestAnimRate[edit]

Type: float


Default value: 1.0

RunAnim[edit]

Type: name


Default value: 'Run'

RunAnimRate[edit]

Type: float


Default value: 1.0

SelectAnim[edit]

Type: name


Default value: 'Select'

SelectAnimRate[edit]

Type: float


Default value: 1.5

SelectForce[edit]

Type: string


SelectSound[edit]

Type: Sound


Internal variables[edit]

bDebugging[edit]

Type: bool


bMatchWeapons[edit]

Type: bool

for team beacons (lightning gun potential links)

bNotInDemo[edit]

Type: bool


bNoVoluntarySwitch[edit]

Type: bool


bPendingSwitch[edit]

Type: bool

Modifiers: transient


bShowChargingBar[edit]

Type: bool


bSpectated[edit]

Type: bool


CurrentRating[edit]

Type: float

rating result from most recent RateSelf()

Default value: 0.5

CustomCrosshair[edit]

Type: int

Modifiers: config


Default value: -1

CustomCrossHairColor[edit]

Type: Object.Color

Modifiers: config


Default value:

Member Value
A 255
B 255
G 255
R 255

CustomCrossHairScale[edit]

Type: float

Modifiers: config


Default value: 1.0

CustomCrossHairTexture[edit]

Type: Texture


CustomCrossHairTextureName[edit]

Type: string

Modifiers: config


DemoReplacement[edit]

Type: class<Weapon>


Hand[edit]

Type: float


HudColor[edit]

Type: Object.Color


Default value:

Member Value
A 255
B 0
G 255
R 255

OldWeapon[edit]

Type: Weapon


RenderedHand[edit]

Type: float


SmallEffectOffset[edit]

Type: Object.Vector


Default values[edit]

Property Value
AmbientGlow 20
AttachmentClass Class'Engine.WeaponAttachment'
DrawType DT_Mesh
InventoryGroup 1
MaxLights 6
NetPriority 3.0
PlayerViewOffset
Member Value
X 0.0
Y 0.0
Z 0.0
ScaleGlow 1.5
SoundVolume 255

Enums[edit]

EWeaponClientState[edit]

WS_None 
WS_Hidden 
WS_BringUp 
WS_PutDown 
WS_ReadyToFire 

Functions[edit]

Exec functions[edit]

GetWeaponStats[edit]

exec function GetWeaponStats ()


Events[edit]

AnimEnd[edit]

simulated event AnimEnd (int channel)

Overrides: Actor.AnimEnd


ClientStartFire[edit]

simulated event ClientStartFire (int Mode)


ClientStopFire[edit]

simulated event ClientStopFire (int Mode)


Destroyed[edit]

simulated event Destroyed ()

Overrides: Inventory.Destroyed


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


RenderOverlays[edit]

simulated event RenderOverlays (Canvas Canvas)

Overrides: Inventory.RenderOverlays


ServerStartFire[edit]

event ServerStartFire (byte Mode)


StopFire[edit]

simulated event StopFire (int Mode)


Timer[edit]

simulated event Timer ()

Overrides: Actor.Timer


WeaponTick[edit]

simulated event WeaponTick (float dt)


Other instance functions[edit]

See Weapon instance functions.

States[edit]

Hidden[edit]

PendingClientWeaponSet[edit]

PendingClientWeaponSet.BeginState[edit]

simulated event BeginState ()

Overrides: Object.BeginState (global)


PendingClientWeaponSet.EndState[edit]

simulated event EndState ()

Overrides: Object.EndState (global)


PendingClientWeaponSet.Timer[edit]

simulated event Timer ()

Overrides: Timer (global)