I search for solutions in this order: Past Code, Unreal Source, Wiki, BUF, groups.yahoo, google, screaming at monitor. – RegularX
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
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Properties
Property group 'WeaponFire'
See WeaponFire property group WeaponFire.
Internal variables
bInstantStop
Type: bool
bIsFiring
Type: bool
bNowWaiting
Type: bool
bServerDelayStartFire
Type: bool
bServerDelayStopFire
Type: bool
FireCount
Type: int
NextFireTime
Type: float
ServerStartFireTime
Type: float
Default values
Property | Value |
---|---|
bHidden | True |
RemoteRole | ROLE_None |
TransientSoundVolume | 0.5 |
Enums
ESpreadStyle
- SS_None
- SS_Random
- spread is max random angle deviation
- SS_Line
- spread is angle between each projectile
- SS_Ring
Functions
Events
Destroyed
simulated event Destroyed ()
Overrides: Actor.Destroyed
ModeDoFire
event ModeDoFire ()
ModeHoldFire
event ModeHoldFire ()
ModeTick
event ModeTick (float dt)
PostBeginPlay
simulated event PostBeginPlay ()
Overrides: Actor.PostBeginPlay
Other instance functions
AdjustAim
AllowFire
simulated function bool AllowFire ()
ClientPlayForceFeedback
function ClientPlayForceFeedback (string EffectName)
DestroyEffects
simulated function DestroyEffects ()
DisplayDebug
Overrides: Actor.DisplayDebug
DoFireEffect
function DoFireEffect ()
DrawMuzzleFlash
function DrawMuzzleFlash (Canvas Canvas)
FlashMuzzleFlash
function FlashMuzzleFlash ()
GetFireStart
InitEffects
simulated function InitEffects ()
IsFiring
function bool IsFiring ()
MaxRange
function float MaxRange ()
PlayFireEnd
function PlayFireEnd ()
PlayFiring
function PlayFiring ()
PlayPreFire
function PlayPreFire ()
PlayStartHold
function PlayStartHold ()
ServerPlayFiring
function ServerPlayFiring ()
ShakeView
function ShakeView ()
StartBerserk
function StartBerserk ()
StartFiring
function StartFiring ()
StartMuzzleSmoke
function StartMuzzleSmoke ()
StopBerserk
function StopBerserk ()
StopFiring
function StopFiring ()
StopForceFeedback
function StopForceFeedback (string EffectName)
Update
function Update (float dt)