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UE2:ShieldGun (UT2004)

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UT2004 Object >> Actor >> Inventory >> Weapon >> ShieldGun
Package: 
XWeapons
Direct subclass:
ClassicShieldGun
This class in other games:
UT2003

Shield Gun

Properties[edit]

ShieldHitForce[edit]

Type: string


Default value: "ShieldReflection"

ShieldHitSound[edit]

Type: Sound


Default value: Sound'WeaponSounds.ShieldGun.ShieldReflection'

Default values[edit]

Property Value
AIRating 0.35
AttachmentClass Class'XWeapons.ShieldAttachment'
bCanThrow False
bMeleeWeapon True
BobDamping 2.2
bShowChargingBar True
CenteredOffsetY -9.0
CenteredRoll 1000
CurrentRating 0.35
CustomCrosshair 6
CustomCrossHairColor
Member Value
A 255
B 121
G 188
R 255
CustomCrossHairTextureName "Crosshairs.Hud.Crosshair_Pointer"
Description "The Kemphler DD280 Riot Control Device has the ability to resist and reflect incoming projectiles and energy beams. The plasma wave inflicts massive damage, rupturing tissue, pulverizing organs, and flooding the bloodstream with dangerous gas bubbles. This weapon may be intended for combat at close range, but when wielded properly should be considered as dangerous as any other armament in your arsenal."
DisplayFOV 60.0
DrawScale 0.4
EffectOffset
Member Value
X 15.0
Y 5.5
Z 2.0
FireModeClass[0] XWeapons.ShieldFire
FireModeClass[1] XWeapons.ShieldAltFire
HighDetailOverlay Material'UT2004Weapons.WeaponSpecMap2'
HudColor
Member Value
A 255
B 121
G 188
R 255
IconCoords
Member Value
X1 169
X2 241
Y1 39
Y2 77
IconMaterial Material'HudContent.Generic.HUD'
ItemName "Shield Gun"
Mesh Mesh'Weapons.ShieldGun_1st'
PickupClass Class'XWeapons.ShieldGunPickup'
PlayerViewOffset
Member Value
X 2.0
Y -0.7
Z -2.7
PlayerViewPivot
Member Value
Pitch 500
Roll 0
Yaw 500
Priority 2
PutDownAnim 'PutDown'
SelectForce "ShieldGun_change"
SelectSound Sound'WeaponSounds.ShieldGun_change'
SmallViewOffset
Member Value
X 10.0
Y 3.3
Z -6.7

Functions[edit]

Events[edit]

AnimEnd[edit]

event AnimEnd (int channel)

Overrides: Weapon.AnimEnd


RenderOverlays[edit]

simulated event RenderOverlays (Canvas Canvas)

Overrides: Weapon.RenderOverlays


Timer[edit]

simulated event Timer ()

Overrides: Weapon.Timer


Other instance functions[edit]

AdjustPlayerDamage[edit]

function AdjustPlayerDamage (out int Damage, Pawn InstigatedBy, Object.Vector HitLocation, out Object.Vector Momentum, class<DamageTypeDamageType)

Overrides: Weapon.AdjustPlayerDamage


AmmoStatus[edit]

simulated function float AmmoStatus (optional int Mode)

Overrides: Weapon.AmmoStatus


BestMode[edit]

function byte BestMode ()

Overrides: Weapon.BestMode


BringUp[edit]

simulated function BringUp (optional Weapon PrevWeapon)

Overrides: Weapon.BringUp


CanAttack[edit]

function bool CanAttack (Actor Other)

Overrides: Weapon.CanAttack


CenteredEffectStart[edit]

simulated function Object.Vector CenteredEffectStart ()

Overrides: Weapon.CenteredEffectStart


ChargeBar[edit]

simulated function float ChargeBar ()

Overrides: Weapon.ChargeBar


CheckReflect[edit]

function bool CheckReflect (Object.Vector HitLocation, out Object.Vector RefNormal, int AmmoDrain)

Overrides: Weapon.CheckReflect


ClientTakeHit[edit]

simulated function ClientTakeHit (int Drain)


DoAutoSwitch[edit]

simulated function DoAutoSwitch ()

Overrides: Weapon.DoAutoSwitch


DoReflectEffect[edit]

function DoReflectEffect (int Drain)

Overrides: Weapon.DoReflectEffect


FireHack[edit]

function FireHack (byte Mode)

Overrides: Weapon.FireHack


GetAIRating[edit]

function float GetAIRating ()

Overrides: Weapon.GetAIRating


GiveTo[edit]

function GiveTo (Pawn Other, optional Pickup Pickup)

Overrides: Weapon.GiveTo


SuggestAttackStyle[edit]

function float SuggestAttackStyle ()

Overrides: Weapon.SuggestAttackStyle


SuggestDefenseStyle[edit]

function float SuggestDefenseStyle ()

Overrides: Weapon.SuggestDefenseStyle