My program doesn't have bugs. It just develops random features.

UE2:WeaponFire instance functions (UT2004)

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UT2004 Object >> WeaponFire (instance functions)

;Other member categories for this class::property group

Instance functions

AdjustAim

function Object.Rotator AdjustAim (Object.Vector Start, float InAimError)


AllowFire

simulated function bool AllowFire ()


BeginPlay

simulated function BeginPlay ()


ClientPlayForceFeedback

function ClientPlayForceFeedback (string EffectName)


DestroyEffects

simulated function DestroyEffects ()


DisplayDebug

simulated function DisplayDebug (Canvas Canvas, out float YL, out float YPos)


DoFireEffect

function DoFireEffect ()


DrawMuzzleFlash

function DrawMuzzleFlash (Canvas Canvas)


FlashMuzzleFlash

function FlashMuzzleFlash ()


GetFireStart

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


InitEffects

simulated function InitEffects ()


IsFiring

function bool IsFiring ()


MaxRange

function float MaxRange ()


PlayFireEnd

function PlayFireEnd ()


PlayFiring

function PlayFiring ()


PlayPreFire

function PlayPreFire ()


PlayStartHold

function PlayStartHold ()


PostBeginPlay

simulated function PostBeginPlay ()


PostNetBeginPlay

simulated function PostNetBeginPlay ()


PreBeginPlay

simulated function PreBeginPlay ()


ServerPlayFiring

function ServerPlayFiring ()


SetTimer

simulated function SetTimer (float NewTimerRate, bool bLoop)


ShakeView

function ShakeView ()


Spawn

function Actor Spawn (class<ActorSpawnClass, optional Actor SpawnOwner, optional name SpawnTag, optional Object.Vector SpawnLocation, optional Object.Rotator SpawnRotation)


StartBerserk

function StartBerserk ()


StartFiring

function StartFiring ()


StartMuzzleSmoke

function StartMuzzleSmoke ()


StartSuperBerserk

function StartSuperBerserk ()


StopBerserk

function StopBerserk ()


StopFiring

function StopFiring ()


StopForceFeedback

function StopForceFeedback (string EffectName)


Trace

function Actor Trace (out Object.Vector HitLocation, out Object.Vector HitNormal, Object.Vector TraceEnd, optional Object.Vector TraceStart, optional bool bTraceActors, optional Object.Vector Extent, optional out Material Material)


Update

function Update (float dt)