Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE2:Weapon instance functions (U2)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2 Object >> Actor >> Inventory >> Weapon (instance functions)

Contents

Weapon instance functions in other games:
RTNP, U1, UT, U2XMP, UE2Runtime, UT2003, UT2004, UT3, UDK
Other member categories for this class:
internal variables

Instance functions[edit]

AddAmmo[edit]

simulated function bool AddAmmo (int NewAmmo)


AdjustAim[edit]

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


AdjustProjectileAim[edit]

function bool AdjustProjectileAim (bool bAltFire, class<ProjectileProjectileClass, Object.Vector projStart, float FireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash)


AdjustTraceAim[edit]

function bool AdjustTraceAim (float projSpeed, Object.Vector projStart, float FireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash)


AllAmmo[edit]

function AllAmmo ()


AltFire[edit]

simulated function AltFire ()


Ammo_AddAmmo[edit]

function bool Ammo_AddAmmo (int AmmoToAdd)


Ammo_CanReload[edit]

simulated function bool Ammo_CanReload ()


Ammo_GetDamageRadius[edit]

function float Ammo_GetDamageRadius ()


Ammo_HasAmmo[edit]

simulated function bool Ammo_HasAmmo ()


Ammo_NotifyAmmoChanged[edit]

function Ammo_NotifyAmmoChanged ()


Ammo_ProcessTraceHit[edit]

function Ammo_ProcessTraceHit (Actor Other, Object.Vector HitLocation, Object.Vector HitNormal)


Ammo_Reload[edit]

simulated function Ammo_Reload ()


Ammo_ReloadRequired[edit]

simulated function bool Ammo_ReloadRequired (optional int AmountNeeded)


Ammo_Resupply[edit]

function Ammo_Resupply (float AddedPercent)


Ammo_SetAmmoAmount[edit]

simulated function Ammo_SetAmmoAmount (int NewAmmoAmount)


Ammo_SetClipRoundsRemaining[edit]

simulated function Ammo_SetClipRoundsRemaining (int NewClipRoundsRemaining)


Ammo_SetMaxAmmo[edit]

function Ammo_SetMaxAmmo (int NewMaxAmmo)


Ammo_ShakeView[edit]

simulated function Ammo_ShakeView ()


Ammo_SpawnProjectile[edit]

function Projectile Ammo_SpawnProjectile (Object.Vector Start, Object.Rotator Dir)


Ammo_UseAmmo[edit]

simulated function bool Ammo_UseAmmo (optional int AmountNeeded)


AmmoStatus[edit]

simulated function float AmmoStatus ()


AuthorityFire[edit]

function AuthorityFire ()


BringUp[edit]

simulated function BringUp (optional Weapon PrevWeapon)


ClientWeaponSet[edit]

simulated function ClientWeaponSet (bool bOptionalSet)


EverywhereFire[edit]

simulated function EverywhereFire ()


ExecuteFire[edit]

simulated function ExecuteFire (optional bool bAltFire)


Fire[edit]

simulated function Fire ()


FocusOnLeader[edit]

function bool FocusOnLeader (bool bLeaderFiring)


GetAIRating[edit]

function float GetAIRating ()


GetAmmoAmount[edit]

simulated function int GetAmmoAmount ()


GetClipAmount[edit]

simulated function int GetClipAmount ()


GetClipSize[edit]

simulated function int GetClipSize ()


GetFireStart[edit]

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


GetMaxAmmo[edit]

simulated function int GetMaxAmmo ()


GetProjSpeed[edit]

function float GetProjSpeed (bool bAlt)


GetRating[edit]

function float GetRating ()


GetSpecialSwitchPriority[edit]

simulated function float GetSpecialSwitchPriority (Weapon OldWeapon)


GetTargetName[edit]

interface function string GetTargetName ()


GiveAmmo[edit]

function GiveAmmo (Pawn Other)


GiveTo[edit]

function GiveTo (Pawn Other)

Overrides: Inventory.GiveTo


GreaterThan[edit]

simulated function bool GreaterThan (Weapon Other)


HandleTargetDetails[edit]

simulated function HandleTargetDetails (Actor A, Canvas Canvas, Object.Vector ViewLoc, Object.Rotator ViewRot)


HandleTraceImpact[edit]

function HandleTraceImpact (Actor Other, Object.Vector HitLocation, Object.Vector HitNormal)


HasAmmo[edit]

simulated function bool HasAmmo ()


HideCrosshair[edit]

simulated function HideCrosshair ()


IncrementFlashCount[edit]

simulated function IncrementFlashCount ()


IsFiring[edit]

function bool IsFiring ()


IsTargetable[edit]

simulated function bool IsTargetable (Actor A)


LessThan[edit]

simulated function bool LessThan (Weapon Other)


NextWeapon[edit]

simulated function Weapon NextWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)

Overrides: Inventory.NextWeapon


PawnAgentEvent[edit]

simulated function PawnAgentEvent (name InEventName)


PlayAnimEx[edit]

simulated function PlayAnimEx (name Sequence)


PlayFiring[edit]

simulated function PlayFiring ()


PlayIdleAnim[edit]

simulated function PlayIdleAnim ()


PlayReloading[edit]

simulated function PlayReloading ()


PlaySelect[edit]

simulated function PlaySelect ()


PlayWeaponSound[edit]

function PlayWeaponSound (Sound Sound, optional float Pitch)


PostSetAimingParameters[edit]

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


PreSetAimingParameters[edit]

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


PrevWeapon[edit]

simulated function Weapon PrevWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)

Overrides: Inventory.PrevWeapon


ProjectileFire[edit]

function Projectile ProjectileFire ()


PutDown[edit]

simulated function bool PutDown ()


RangedAttackTime[edit]

function float RangedAttackTime ()


RateSelf[edit]

simulated function float RateSelf ()


RecommendRangedAttack[edit]

function bool RecommendRangedAttack ()


RecommendWeapon[edit]

simulated function Weapon RecommendWeapon (out float rating)

Overrides: Inventory.RecommendWeapon


Reload[edit]

simulated function Reload ()


ReloadRequired[edit]

simulated function bool ReloadRequired ()


Resupply[edit]

function Resupply (float AddedPercent)

Overrides: Inventory.Resupply


ResupplyStatus[edit]

simulated function float ResupplyStatus ()


SendEvent[edit]

simulated function SendEvent (string EventName)


ServerFire[edit]

function ServerFire (optional bool bAltFire)


ServerRapidFire[edit]

function ServerRapidFire (optional bool bAltFire)


ServerStopFiring[edit]

function ServerStopFiring ()


SetAmmoType[edit]

simulated function SetAmmoType (int i)


SetFireSkin[edit]

simulated function SetFireSkin ()


SetFireStartLocations[edit]

function SetFireStartLocations ()


SpecialSwitchAway[edit]

simulated function bool SpecialSwitchAway ()


SplashJump[edit]

simulated function bool SplashJump ()


StopFiring[edit]

simulated function StopFiring ()


SuggestAttackStyle[edit]

function float SuggestAttackStyle ()


SuggestDefenseStyle[edit]

function float SuggestDefenseStyle ()


SwitchAway[edit]

simulated function SwitchAway ()


SwitchPriority[edit]

simulated function float SwitchPriority ()


TraceFire[edit]

function TraceFire (float TraceSpread)


TweenDown[edit]

simulated function TweenDown ()


UnsetFireSkin[edit]

simulated function UnsetFireSkin ()


UpdateCrosshair[edit]

simulated function UpdateCrosshair (Canvas Canvas)


WeaponChange[edit]

simulated function Weapon WeaponChange (byte F, Weapon CurrentChoice)

Overrides: Inventory.WeaponChange