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

UE2:WeaponInvLeechGun (U2XMP)

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U2XMP Object >> Actor >> Inventory >> Weapon >> U2Weapon >> WeaponInvLeechGun
Package: 
U2Weapons

WeaponInvLeechGun.uc $Author: Mfox $ $Date: 11/19/02 2:02a $ $Revision: 34 $

Properties[edit]

Property group 'WeaponInvLeechGun'[edit]

FertilizedChargeThreshold[edit]

Type: float


Default value: 0.25

Internal variables[edit]

BeginChargeTime[edit]

Type: float


bShouldFertilize[edit]

Type: int


NumTicks[edit]

Type: int


Default values[edit]

Property Value
AIRating 0.35
AIRatingAltFire 0.35
AIRatingFire 0.3
AltFireLastDownTime 2.687
AltFireLastReloadTime 5.062
AltFireTime 0.722
AltProjectileSpeed 1200.0
AltShakeMag 2.0
AltShakeTime 0.17
AmmoName Class'U2Weapons.ammoInvLeechGun'
AutoSwitchPriority 6
bAltWarnTarget True
bCrosshairGlows True
bRepeatAltFire False
bWarnTarget True
CockingSound Sound'U2WeaponsA.LeechGun.LG_Reload'
CrosshairName "LG_Cross"
DecoEffects[0]
Member Value
AIAim 1800
AnimSequence 'Fire'
AutoAim True
bRequiresWorldZBuffer True
bWorldFOV True
DecoClass Class'ParticleSystems.ParticleSalamander'
MountNode "#Muzzleflash"
MountRot
Member Value
Pitch 32768
Particles ParticleSalamander'LG_FX.ParticleSalamander3'
DecoEffects[1]
Member Value
AIAim 1200
AnimSequence 'AltFire'
AutoAim True
bRequiresWorldZBuffer True
bWorldFOV True
DecoClass Class'ParticleSystems.ParticleSalamander'
MountNode "#Muzzleflash"
MountRot
Member Value
Pitch 32768
Particles ParticleSalamander'LG_FX.ParticleSalamander2'
FireLastDownTime 2.5
FireLastReloadTime 4.916
FireLastRoundSound Sound'U2WeaponsA.LeechGun.LG_FireLastRound'
FireOffset
Member Value
X 28.0
Y 18.0
Z -20.0
FireSound Sound'U2WeaponsA.LeechGun.LG_Fire'
FireTime 0.428
FirstPersonOffset
Member Value
X 4.0
Y 10.0
GroupOffset 3
IconIndex 13
InventoryGroup 3
ItemID "LG"
ItemName "Leech Gun"
Mesh LegendMesh'GlmWeaponsG.LG_FP'
PickupAmmoCount 45
PickupClass Class'U2Weapons.weaponLeechGun'
PlayerViewOffset
Member Value
X 40.6
Y 14.6
Z -16.6
PreferCrouchingMultiplier 1.5
PreferProneMultiplier 0.0
ProjectileSpeed 1800.0
RangeIdealAltFire 600.0
RangeIdealFire 600.0
RangeLimitAltFire 2450.0
RangeLimitFire 2048.0
RangeMaxAltFire 1024.0
RangeMaxFire 1024.0
RangeMinAltFire 0.0
RangeMinFire 0.0
RatingRangeIdealAltFire 0.4
RatingRangeIdealFire 0.4
RatingRangeLimitAltFire 0.05
RatingRangeLimitFire 0.05
RatingRangeMaxAltFire 0.1
RatingRangeMaxFire 0.1
RatingRangeMinAltFire 0.2
RatingRangeMinFire 0.2
ReloadTime 2.875
ReloadUnloadedSound Sound'U2WeaponsA.LeechGun.LG_ReloadUnloaded'
SelectSound Sound'U2WeaponsA.LeechGun.LG_Select'
ShakeMag 2.0
ShakeTime 0.17
SoundVolume 255
ThirdPersonMesh LegendMesh'GlmWeaponsG.LG_TP'
WeaponAnimationType AT_Large

Functions[edit]

Events[edit]

PreBeginPlay[edit]

event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


Other instance functions[edit]

AuthorityAltFire[edit]

function AuthorityAltFire ()

Overrides: U2Weapon.AuthorityAltFire


EverywhereAltFire[edit]

simulated function EverywhereAltFire ()

Overrides: U2Weapon.EverywhereAltFire


GetAltFireAmmoUsed[edit]

simulated function int GetAltFireAmmoUsed ()

Overrides: U2Weapon.GetAltFireAmmoUsed


GetProjSpeed[edit]

function float GetProjSpeed (bool bAlt)

Overrides: Weapon.GetProjSpeed


NotifyAmbientSoundStart[edit]

simulated function NotifyAmbientSoundStart ()


NotifyAmbientSoundStop[edit]

simulated function NotifyAmbientSoundStop ()


NotifyHideSplat[edit]

simulated function NotifyHideSplat ()


NotifyPlaySoundSlot[edit]

simulated function NotifyPlaySoundSlot (string Slot)

Overrides: U2Weapon.NotifyPlaySoundSlot


NotifyShowSplat[edit]

simulated function NotifyShowSplat ()


PostSetAimingParameters[edit]

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

Overrides: U2Weapon.PostSetAimingParameters


PreSetAimingParameters[edit]

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

Overrides: U2Weapon.PreSetAimingParameters


ShouldFertilize[edit]

function int ShouldFertilize ()


States[edit]

Charging[edit]

Modifiers: simulated

Ignores: AltFire, Fire

Charging.BeginState[edit]

simulated event BeginState ()

Overrides: Object.BeginState (global)


Charging.EndState[edit]

simulated event EndState ()

Overrides: Object.EndState (global)


Charging.Tick[edit]

simulated event Tick (float DeltaSeconds)

Overrides: Actor.Tick (global)