I'm a doctor, not a mechanic
UE2:Weapon (U2)
- Package:
- Engine
- Direct subclasses:
- Flamethrower, GrenadeLauncher, AssaultRifle, DeployableInventory, EnergyRifle, Pistol, RocketLauncher, Shotgun, SniperRifle, TurretWeapon
- Known custom subclass:
- ReloadableWeaponBase
- This class in other games:
- RTNP, U1, UT, UE2Runtime, U2XMP, UT2004, UT2003, UT3, UDK
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. |
Parent class of all weapons. FIXME - should bReplicateInstigator be true???
Constants
NUM_AMMO_TYPES
Value: 2
Properties
Property group 'Firing'
DownTime
Type: float
Default value: 0.533
DownUnloadedTime
Type: float
Default value: 0.533
ReloadTime
Type: float
Default value: 0.5
ReloadUnloadedTime
Type: float
Default value: 0.25
SelectTime
Type: float
Default value: 0.6
SelectUnloadedTime
Type: float
Default value: 0.6
Property group 'Weapon'
BloodEffect
Array size: 2 (NUM_AMMO_TYPES
)
DirtEffect
Array size: 2 (NUM_AMMO_TYPES
)
FireSkins
The skin to show when we just fired, and want to make the gun appear brighter from the flash
FireSkinsTP
The skin to show when we just fired, and want to make the gun appear brighter from the flash (thirdperson)
MessageNoAmmo
Type: string
Modifiers: localized
Default value: " has no ammo."
ReloadSound
Type: Sound
ReloadUnloadedSound
Type: Sound
SelectSound
Type: Sound
SparkEffect
Array size: 2 (NUM_AMMO_TYPES
)
TargetableTypes
Types of classes we can target (for crosshair glows).
Default value: 'Pawn'
Internal variables
See Weapon internal variables.
Default values
Property | Value | ||||||
---|---|---|---|---|---|---|---|
AttachmentClass | Class'Engine.WeaponAttachment' | ||||||
bReplicateInstigator | True | ||||||
DrawType | DT_Mesh | ||||||
Icon | Texture'Engine.S_Weapon' | ||||||
InventoryGroup | 1 | ||||||
ItemName | "Weapon" | ||||||
PlayerViewOffset |
|
||||||
TransientSoundRadius | 120.0 |
Structs
TAmmoFlags
Modifiers: native
- bool bAmbientFireSound
- bool bRecommendSplashDamage
- bool bWarnTarget
- bool bTossed
- bool bTrySplash
- bool bLeadTarget
- bool bInstantHit
- bool bSplashDamage
- bool bRepeatFire
- automatic refire support
- bool bRapidFire
- used by pawn animations in determining firing animation, and for net replication (set for high rate of fire weapons)
Functions
Static functions
IsValidDefaultInventory
Events
Destroyed
Overrides: Inventory.Destroyed
PostNetBeginPlay
Overrides: Actor.PostNetBeginPlay
PreBeginPlay
Overrides: Actor.PreBeginPlay
RenderOverlays
Overrides: Inventory.RenderOverlays
Other instance functions
See Weapon instance functions.
States
Active
Modifiers: simulated
Active.BeginState
Overrides: Object.BeginState (global)
Active.EndState
Overrides: Object.EndState (global)
Active.PutDown
Overrides: PutDown (global)
DownWeapon
Modifiers: simulated
DownWeapon.BeginState
Overrides: Object.BeginState (global)
DownWeapon.PutDown
Overrides: PutDown (global)
Firing
Modifiers: simulated
Firing.BeginState
Overrides: Object.BeginState (global)
Firing.EndState
Overrides: Object.EndState (global)
Firing.Reload
Overrides: Reload (global)
Idle
Modifiers: simulated
Idle.PutDown
Overrides: PutDown (global)
PendingClientWeaponSet
PendingClientWeaponSet.BeginState
Overrides: Object.BeginState (global)
PendingClientWeaponSet.EndState
Overrides: Object.EndState (global)
PendingClientWeaponSet.Timer
Overrides: Actor.Timer (global)
Reloading
Modifiers: simulated
Ignores: AltFire, Fire, Reload
Reloading.BeginState
Overrides: Object.BeginState (global)
Reloading.EndState
Overrides: Object.EndState (global)
Reloading.CanFire
Reloading.PutDown
Overrides: PutDown (global)
Reloading.ServerFire
Overrides: ServerFire (global)