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UE2:U2Weapon instance functions (U2XMP)

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U2XMP Object >> Actor >> Inventory >> Weapon >> U2Weapon (instance functions)

Contents

;Other member categories for this class::property group

Instance functions[edit]

AdjustAim[edit]

function bool AdjustAim (bool bAltFire, bool bInstant, float FireSpread, class<ProjectileProjClass, bool bWarnTarget, bool bTrySplash)


AdjustProjectileAim[edit]

function bool AdjustProjectileAim (bool bAltFire, class<ProjectileProjectileClass, Object.Vector projStart, float FireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash)


AdjustTraceAim[edit]

function bool AdjustTraceAim (float projSpeed, Object.Vector projStart, float FireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash)


AdjustTraceFireHit[edit]

function AdjustTraceFireHit (out Actor.CheckResult Hit)


AltFire[edit]

simulated function AltFire ()

Overrides: Weapon.AltFire


AuthorityAltFire[edit]

function AuthorityAltFire ()


AuthorityFire[edit]

function AuthorityFire ()


CalcDrawOffset[edit]

simulated function Object.Vector CalcDrawOffset ()


CalcFireOffset[edit]

simulated function Object.Vector CalcFireOffset (Object.Vector X, Object.Vector Y, Object.Vector Z)


CalcShellOffset[edit]

simulated function Object.Vector CalcShellOffset (Object.Vector X, Object.Vector Y, Object.Vector Z)


ClearWeaponEffects[edit]

simulated function ClearWeaponEffects ()

Overrides: Weapon.ClearWeaponEffects


ClientFinish[edit]

simulated function ClientFinish ()


ClientTraceImpact[edit]

simulated function ClientTraceImpact (Actor.CheckResult Hit)


ClientWeaponSet[edit]

simulated function ClientWeaponSet (bool bOptionalSet)

Overrides: Weapon.ClientWeaponSet


ConstructDeco[edit]

simulated function ConstructDeco (int i)


DefaultRating[edit]

function float DefaultRating (Actor Target, bool bUseAltMode)


DestructDeco[edit]

simulated function DestructDeco (int i)


DispatchWeaponNotifies[edit]

function DispatchWeaponNotifies (out Actor.CheckResult Hit)


DMW[edit]

function final DMW (coerce string Msg)


DrawDecos[edit]

simulated function DrawDecos (Canvas Canvas)


DrawWeapon[edit]

simulated function DrawWeapon (Canvas Canvas)


DropFrom[edit]

function DropFrom (Object.Vector StartLocation)

Overrides: Weapon.DropFrom


EjectShell[edit]

simulated function EjectShell (class<U2ShellCaseShellClass)


EverywhereAltFire[edit]

simulated function EverywhereAltFire ()


EverywhereFire[edit]

simulated function EverywhereFire ()


FindBestTarget[edit]

function Actor FindBestTarget (Object.Vector Loc, Object.Rotator ViewRot, float MaxAngleInDegrees)


FindTraceTarget[edit]

function Actor FindTraceTarget (Object.Vector Loc, Object.Rotator ViewRot)


Finish[edit]

simulated function Finish ()


Fire[edit]

simulated function Fire ()

Overrides: Weapon.Fire


GetAltFireAmmoUsed[edit]

simulated function int GetAltFireAmmoUsed ()


GetAttitudeTo[edit]

simulated function Controller.EAttitude GetAttitudeTo (Actor A)


GetClipAmount[edit]

simulated function int GetClipAmount ()

Overrides: Weapon.GetClipAmount


GetClipSize[edit]

simulated function int GetClipSize ()

Overrides: Weapon.GetClipSize


GetConsole[edit]

simulated function UIConsole GetConsole ()


GetFireAmmoUsed[edit]

simulated function int GetFireAmmoUsed ()


GetGunButtSound[edit]

function Sound GetGunButtSound ()


GetModeRating[edit]

function float GetModeRating (Actor Target, float DistanceToEnemy, float RangeMin, float RangeIdeal, float RangeMax, float RangeLimit, float RatingInsideMin, float RatingRangeMin, float RatingRangeIdeal, float RatingRangeMax, float RatingRangeLimit, float RatingBase, bool bUseAltMode)


GetWeaponAnimationType[edit]

simulated function LicenseePawn.EWeaponAnimationType GetWeaponAnimationType ()


GetWeaponDistanceToEnemy[edit]

function float GetWeaponDistanceToEnemy (Actor Target)


GetWeaponRating[edit]

function float GetWeaponRating (Actor Target, out byte bUseAltMode, bool bSupportsFire, bool bSupportsAltFire)


GiveAmmo[edit]

function GiveAmmo (Pawn Other)

Overrides: Weapon.GiveAmmo


GiveTo[edit]

function GiveTo (Pawn Other, optional bool bDontTryToSwitch)

Overrides: Weapon.GiveTo


GreaterThan[edit]

simulated function bool GreaterThan (Weapon Other)


HandleCrosshairGlow[edit]

simulated function HandleCrosshairGlow (Canvas Canvas)


HandlePickupQuery[edit]

function bool HandlePickupQuery (Pickup Item)

Overrides: Weapon.HandlePickupQuery


HandleTargetDetails[edit]

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


HandleWaterShot[edit]

function HandleWaterShot (Object.Vector HitLocation, Object.Vector Start, Object.Vector End)


HasEnoughAmmo[edit]

function bool HasEnoughAmmo (int MinUses)

Overrides: Weapon.HasEnoughAmmo


HasEnoughModeAmmo[edit]

function bool HasEnoughModeAmmo (int AmmoUsed, int NumUses)


IsTargetable[edit]

function bool IsTargetable (Actor A)


LessThan[edit]

simulated function bool LessThan (Weapon Other)


MaybePixieReload[edit]

function MaybePixieReload ()


MeleeAttack[edit]

function MeleeAttack ()


MeshAgentCallActionEx[edit]

simulated function MeshAgentCallActionEx (name Sequence)


MeshAgentSetInputCurValueEx[edit]

simulated function MeshAgentSetInputCurValueEx (name Input, name Value)


MouseMove[edit]

function bool MouseMove (Console.EInputKey Key, Console.EInputAction Action, float Delta)


NextWeapon[edit]

simulated function Weapon NextWeapon (Weapon aChoice, Weapon aWeapon)

Overrides: Inventory.NextWeapon


NoEnemyRating[edit]

function float NoEnemyRating (bool bUseAltMode)


NotifyCutsceneBegin[edit]

simulated function NotifyCutsceneBegin ()


NotifyPlaySoundSlot[edit]

simulated function NotifyPlaySoundSlot (string Slot)


NotUsingRangeRating[edit]

function float NotUsingRangeRating (Actor Target, bool bUseAltMode)


PawnAgentEvent[edit]

simulated function PawnAgentEvent (name InEventName)


PlayAltFiring[edit]

simulated function PlayAltFiring ()

Overrides: Weapon.PlayAltFiring


PlayAnimEx[edit]

simulated function PlayAnimEx (name Sequence)


PlayFiring[edit]

simulated function PlayFiring ()

Overrides: Weapon.PlayFiring


PlayPostSelect[edit]

simulated function PlayPostSelect ()


PlaySelect[edit]

simulated function PlaySelect ()

Overrides: Weapon.PlaySelect


PostModifyRatings[edit]

function PostModifyRatings (Actor Target, float DistanceToEnemy, out float PriFireRating, out float AltFireRating)


PostRecvOwner[edit]

simulated function PostRecvOwner ()

Overrides: Weapon.PostRecvOwner


PostSetAimingParameters[edit]

function PostSetAimingParameters (bool bAltFire, bool bInstant, float FireSpread, class<ProjectileProjClass, bool bWarnTarget, bool bTrySplash)


PreModifyRatings[edit]

function PreModifyRatings (Actor Target, float DistanceToEnemy, out float PriFireRating, out float AltFireRating, out byte bGetFireRating, out byte bGetAltFireRating)


PreSetAimingParameters[edit]

function bool PreSetAimingParameters (bool bAltFire, bool bInstant, float FireSpread, class<ProjectileProjClass, bool bWarnTarget, bool bTrySplash)


PrevWeapon[edit]

simulated function Weapon PrevWeapon (Weapon aChoice, Weapon aWeapon)

Overrides: Inventory.PrevWeapon


ProcessTraceHitEx[edit]

function ProcessTraceHitEx (Object.Vector HitDirection, Actor.CheckResult Hit, float EffectiveDamage)


ProjectileFire[edit]

function Projectile ProjectileFire (class<ProjectileProjClass)

Overrides: Weapon.ProjectileFire


RateSelf[edit]

function float RateSelf (Actor Target, out byte bUseAltMode)

Overrides: Weapon.RateSelf


RecommendWeapon[edit]

simulated function Weapon RecommendWeapon (Actor Target, out float Rating, out byte bUseAltMode)

Overrides: Weapon.RecommendWeapon


Refresh[edit]

function Refresh ()


Reload[edit]

simulated function Reload ()


SelectFiringMode[edit]

function byte SelectFiringMode (Actor Target)


SetCrosshair[edit]

simulated function SetCrosshair ()


SetFireSkin[edit]

simulated function SetFireSkin ()


SetFireStartLocations[edit]

function SetFireStartLocations ()


ShouldSwitchWeapon[edit]

function bool ShouldSwitchWeapon (Weapon CurrentWeapon, bool bOptionalSet)

Overrides: Weapon.ShouldSwitchWeapon


StartAdjust[edit]

function StartAdjust ()


SuggestAttackStyle[edit]

function float SuggestAttackStyle (Actor Target)

Overrides: Weapon.SuggestAttackStyle


SuggestAttackStyleMode[edit]

function float SuggestAttackStyleMode (Actor Target, float RangeMin, float RangeIdeal, float RangeMax, bool bUseAltMode)


SuggestAttackStyleNoEnemy[edit]

function float SuggestAttackStyleNoEnemy (bool bUseAltMode)


SuggestAttackStyleNoRange[edit]

function float SuggestAttackStyleNoRange (bool bUseAltMode)


SuggestDefenseStyle[edit]

function float SuggestDefenseStyle (Actor Target)

Overrides: Weapon.SuggestDefenseStyle


SwitchAway[edit]

simulated function SwitchAway ()


SwitchPriority[edit]

simulated function float SwitchPriority ()

Overrides: Weapon.SwitchPriority


TraceFire[edit]

function TraceFire (float TraceSpread)

Overrides: Weapon.TraceFire


TraceFireFailed[edit]

function TraceFireFailed (Object.Vector EndPoint)


UnSetCrosshair[edit]

simulated function UnSetCrosshair ()


UnsetFireSkin[edit]

simulated function UnsetFireSkin ()


UpdateAltRanges[edit]

function UpdateAltRanges ()


UpdateCrosshair[edit]

simulated function UpdateCrosshair (Canvas Canvas)


UpdatePriRanges[edit]

function UpdatePriRanges ()


UpdateRanges[edit]

function UpdateRanges (float Speed, float DamageRadius, out float RangeIdeal, out float RangeMax, out float RangeLimit)


WeaponChange[edit]

simulated function Weapon WeaponChange (byte F, Weapon aChoice)

Overrides: Weapon.WeaponChange