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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

Property group 'WeaponInvLeechGun'

FertilizedChargeThreshold

Type: float


Default value: 0.25

Internal variables

BeginChargeTime

Type: float


bShouldFertilize

Type: int


NumTicks

Type: int


Default values

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

Events

PreBeginPlay

event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


Other instance functions

AuthorityAltFire

function AuthorityAltFire ()

Overrides: U2Weapon.AuthorityAltFire


EverywhereAltFire

simulated function EverywhereAltFire ()

Overrides: U2Weapon.EverywhereAltFire


GetAltFireAmmoUsed

simulated function int GetAltFireAmmoUsed ()

Overrides: U2Weapon.GetAltFireAmmoUsed


GetProjSpeed

function float GetProjSpeed (bool bAlt)

Overrides: Weapon.GetProjSpeed


NotifyAmbientSoundStart

simulated function NotifyAmbientSoundStart ()


NotifyAmbientSoundStop

simulated function NotifyAmbientSoundStop ()


NotifyHideSplat

simulated function NotifyHideSplat ()


NotifyPlaySoundSlot

simulated function NotifyPlaySoundSlot (string Slot)

Overrides: U2Weapon.NotifyPlaySoundSlot


NotifyShowSplat

simulated function NotifyShowSplat ()


PostSetAimingParameters

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

Overrides: U2Weapon.PostSetAimingParameters


PreSetAimingParameters

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

Overrides: U2Weapon.PreSetAimingParameters


ShouldFertilize

function int ShouldFertilize ()


States

Charging

Modifiers: simulated

Ignores: AltFire, Fire

Charging.BeginState

simulated event BeginState ()

Overrides: Object.BeginState (global)


Charging.EndState

simulated event EndState ()

Overrides: Object.EndState (global)


Charging.Tick

simulated event Tick (float DeltaSeconds)

Overrides: Actor.Tick (global)