I'm a doctor, not a mechanic

UE2:U2Ammo (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2XMP Object >> Actor >> Inventory >> Ammunition >> U2Ammo
Package: 
U2
Direct subclasses:
AmmoInvAssaultRifle, AmmoInvAutoCannon, AmmoInvDispersion, AmmoInvEnergyRifle, AmmoInvFlamethrower, AmmoInvGrenade, AmmoInvLaserRifle, AmmoInvLeechGun, AmmoInvPistol, AmmoInvRocketLauncher, AmmoInvRocket, AmmoInvShotgun, AmmoInvSingularityCannon, AmmoInvSniperRifle, AmmoInvTakkra, U2XMPAmmo

U2Ammo.uc $Author: Mbaldwin $ $Date: 12/10/02 8:16p $ $Revision: 11 $ NOTES: - All U2Ammo interaction runs on the server -- no replication required - AmountAmount is always "1" -- hardcoded in U2Weapon.uc (TournamentWeapon.uc) - ClientFire() and ClientAltFire() assume that AmmoAmmount > 0 is "sufficient to fire"

Properties

ClipRoundsRemaining

Type: int

Modifiers: travel


ClipSize

Type: int

automatically initialized based on AmmoAmount

Default values

Property Value
bMergesCopies True

Functions

Events

PreBeginPlay

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


Replication

simulated event Replication ()

Overrides: Ammunition.Replication


Other instance functions

AddMinAmmo

function AddMinAmmo (int MinAmmo)


CanReload

simulated function bool CanReload ()


GiveTo

function GiveTo (Pawn Other, optional bool bDontTryToSwitch)

Overrides: Inventory.GiveTo


MaximizeClipAmount

function MaximizeClipAmount ()


Reload

simulated function Reload ()


ReloadRequired

simulated function bool ReloadRequired (int AmountNeeded)


UseAmmo

function bool UseAmmo (int AmountNeeded)

Overrides: Ammunition.UseAmmo