Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:WeaponFire (UT2003)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents
- 1 Properties
- 2 Enums
- 3 Functions
- 3.1 Events
- 3.2 Other instance functions
- 3.2.1 AdjustAim
- 3.2.2 AllowFire
- 3.2.3 ClientPlayForceFeedback
- 3.2.4 DestroyEffects
- 3.2.5 DisplayDebug
- 3.2.6 DoFireEffect
- 3.2.7 DrawMuzzleFlash
- 3.2.8 FlashMuzzleFlash
- 3.2.9 GetFireStart
- 3.2.10 InitEffects
- 3.2.11 IsFiring
- 3.2.12 MaxRange
- 3.2.13 PlayFireEnd
- 3.2.14 PlayFiring
- 3.2.15 PlayPreFire
- 3.2.16 PlayStartHold
- 3.2.17 ServerPlayFiring
- 3.2.18 ShakeView
- 3.2.19 StartBerserk
- 3.2.20 StartFiring
- 3.2.21 StartMuzzleSmoke
- 3.2.22 StopBerserk
- 3.2.23 StopFiring
- 3.2.24 StopForceFeedback
- 3.2.25 Update
- Package:
- Engine
- Direct subclasses:
- InstantFire, BallTarget, SniperZoom, LinkFire, PainterFire, PainterZoom, ProjectileFire, ShieldFire, ShieldAltFire, TransRecall
- This class in other games:
- UT2004
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Properties[edit]
Property group 'WeaponFire'[edit]
See WeaponFire property group WeaponFire.
Internal variables[edit]
bInstantStop[edit]
Type: bool
bIsFiring[edit]
Type: bool
bNowWaiting[edit]
Type: bool
bServerDelayStartFire[edit]
Type: bool
bServerDelayStopFire[edit]
Type: bool
FireCount[edit]
Type: int
NextFireTime[edit]
Type: float
ServerStartFireTime[edit]
Type: float
Default values[edit]
Property | Value |
---|---|
bHidden | True |
RemoteRole | ROLE_None |
TransientSoundVolume | 0.5 |
Enums[edit]
ESpreadStyle[edit]
- SS_None
- SS_Random
- spread is max random angle deviation
- SS_Line
- spread is angle between each projectile
- SS_Ring
Functions[edit]
Events[edit]
Destroyed[edit]
simulated event Destroyed ()
Overrides: Actor.Destroyed
ModeDoFire[edit]
event ModeDoFire ()
ModeHoldFire[edit]
event ModeHoldFire ()
ModeTick[edit]
event ModeTick (float dt)
PostBeginPlay[edit]
simulated event PostBeginPlay ()
Overrides: Actor.PostBeginPlay
Other instance functions[edit]
AdjustAim[edit]
AllowFire[edit]
simulated function bool AllowFire ()
ClientPlayForceFeedback[edit]
function ClientPlayForceFeedback (string EffectName)
DestroyEffects[edit]
simulated function DestroyEffects ()
DisplayDebug[edit]
Overrides: Actor.DisplayDebug
DoFireEffect[edit]
function DoFireEffect ()
DrawMuzzleFlash[edit]
function DrawMuzzleFlash (Canvas Canvas)
FlashMuzzleFlash[edit]
function FlashMuzzleFlash ()
GetFireStart[edit]
InitEffects[edit]
simulated function InitEffects ()
IsFiring[edit]
function bool IsFiring ()
MaxRange[edit]
function float MaxRange ()
PlayFireEnd[edit]
function PlayFireEnd ()
PlayFiring[edit]
function PlayFiring ()
PlayPreFire[edit]
function PlayPreFire ()
PlayStartHold[edit]
function PlayStartHold ()
ServerPlayFiring[edit]
function ServerPlayFiring ()
ShakeView[edit]
function ShakeView ()
StartBerserk[edit]
function StartBerserk ()
StartFiring[edit]
function StartFiring ()
StartMuzzleSmoke[edit]
function StartMuzzleSmoke ()
StopBerserk[edit]
function StopBerserk ()
StopFiring[edit]
function StopFiring ()
StopForceFeedback[edit]
function StopForceFeedback (string EffectName)
Update[edit]
function Update (float dt)