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UE2:Flamethrower (U2)

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U2 Object >> Actor >> Inventory >> Weapon >> Flamethrower
Package: 
Weapons

null

Properties

Property group 'Flamethrower'

MaxCrossX

Type: int


Default value: 128

MaxCrossY

Type: int


Default value: 64

MinCrossX

Type: int


Default value: 24

MinCrossY

Type: int


Default value: 12

Internal variables

CrossX

Type: int


CrossY

Type: int


FireLight

Type: Vehicles.FT_Light

Array size: 3


Pct

Type: float


PilotA

Type: ParticleGenerator


PilotB

Type: ParticleGenerator


PrimaryFire

Type: ParticleGenerator


SecondaryFire

Type: ParticleGenerator


Default values

Property Value
AmmoAmount[0] 80
AmmoAmount[1] 80
AmmoFlags[0]
Member Value
bAmbientFireSound True
bRapidFire True
AmmoFlags[1]
Member Value
bAmbientFireSound True
bRapidFire True
AnimFire[1] 'Fire'
AnimFireEnd[0] 'FireEnd'
AnimFireEnd[1] 'FireEnd'
AnimFireLastDown[1] 'FireLastDown'
AnimFireLastReload[1] 'FireLastReload'
AnimFireLastRound[1] 'FireLastRound'
AttachmentClass Class'Weapons.FlamethrowerAttachment'
AutoSwitchPriority 4
Crosshair "Crosshair_FT"
DisplayFOV 90.0
DownTime 0.8
FireEndSound[0] Sound'WeaponsA.Flamethrower.FT_FireEnd'
FireLastDownTime[0] 1.06
FireLastDownTime[1] 1.06
FireLastReloadTime[0] 2.6
FireLastReloadTime[1] 2.6
FireLastRoundSound[0] Sound'WeaponsA.Flamethrower.FT_FireLastRound'
FireLastRoundSound[1] Sound'WeaponsA.Flamethrower.FT_AltFireLastRound'
FireLastRoundTime[0] 0.66
FireLastRoundTime[1] 0.66
FireSound[0] Sound'WeaponsA.Flamethrower.FT_FireLoop'
FireSound[1] Sound'WeaponsA.Flamethrower.FT_AltFire'
FireTime[0] 0.1
FireTime[1] 0.1
GroupOffset 1
IconIndex 4
InventoryGroup 2
ItemID "FT"
ItemName "Flamethrower"
MaxAmmo[0] 400
MaxAmmo[1] 400
Mesh SkeletalMesh'WeaponsK.FT_FP'
PickupAmmoCount 480
PlayerViewOffset
Member Value
X -4.0
Y -5.0
Z -49.0
ReloadSound Sound'WeaponsA.Flamethrower.FT_Reload'
ReloadTime 2.0
ReloadUnloadedSound Sound'WeaponsA.Flamethrower.FT_ReloadUnloaded'
ReloadUnloadedTime 2.0
SelectSound Sound'WeaponsA.Flamethrower.FT_Select'
ShakeMag[0] 0.0
ShakeMag[1] 0.0
ShakeTime[0] 0.0
ShakeTime[1] 0.0

Functions

Events

Destroyed

simulated event Destroyed ()

Overrides: Weapon.Destroyed


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


Other instance functions

AuthorityFire

function AuthorityFire ()

Overrides: Weapon.AuthorityFire


CreateEffects

simulated function CreateEffects ()


GetCrossPosA

interface function Object.Point GetCrossPosA ()


GetCrossPosB

interface function Object.Point GetCrossPosB ()


GetCrossPosC

interface function Object.Point GetCrossPosC ()


GetCrossPosD

interface function Object.Point GetCrossPosD ()


GetProjSpeed

function float GetProjSpeed (bool bAlt)

Overrides: Weapon.GetProjSpeed


HandleTargetDetails

simulated function HandleTargetDetails (Actor A, Canvas Canvas, Object.Vector ViewLoc, Object.Rotator ViewRot)

Overrides: Weapon.HandleTargetDetails


PilotsOff

simulated function PilotsOff ()


PilotsOn

simulated function PilotsOn ()


PlayAnimEx

simulated function PlayAnimEx (name Sequence)

Overrides: Weapon.PlayAnimEx


TriggerLights

simulated function TriggerLights ()


States

Firing

Inherits from: Weapon.Firing

Modifiers: simulated

Ignores: AltFire, Fire

Firing.BeginState

simulated event BeginState ()

Overrides: Weapon.Firing.BeginState


Firing.EndState

simulated event EndState ()

Overrides: Weapon.Firing.EndState


Firing.Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


Firing.PutDown

simulated function bool PutDown ()

Overrides: Weapon.PutDown (global)


Idle

Inherits from: Weapon.Idle

Modifiers: simulated

Idle.BeginState

simulated event BeginState ()

Overrides: Object.BeginState (global)