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
Contents
- 1 Instance functions
- 1.1 AddAmmo
- 1.2 AdjustAim
- 1.3 AdjustProjectileAim
- 1.4 AdjustTraceAim
- 1.5 AllAmmo
- 1.6 AltFire
- 1.7 Ammo_AddAmmo
- 1.8 Ammo_CanReload
- 1.9 Ammo_GetDamageRadius
- 1.10 Ammo_HasAmmo
- 1.11 Ammo_NotifyAmmoChanged
- 1.12 Ammo_ProcessTraceHit
- 1.13 Ammo_Reload
- 1.14 Ammo_ReloadRequired
- 1.15 Ammo_Resupply
- 1.16 Ammo_SetAmmoAmount
- 1.17 Ammo_SetClipRoundsRemaining
- 1.18 Ammo_SetMaxAmmo
- 1.19 Ammo_ShakeView
- 1.20 Ammo_SpawnProjectile
- 1.21 Ammo_UseAmmo
- 1.22 AmmoStatus
- 1.23 AuthorityFire
- 1.24 BringUp
- 1.25 ClientWeaponSet
- 1.26 EverywhereFire
- 1.27 ExecuteFire
- 1.28 Fire
- 1.29 FocusOnLeader
- 1.30 GetAIRating
- 1.31 GetAmmoAmount
- 1.32 GetClipAmount
- 1.33 GetClipSize
- 1.34 GetFireStart
- 1.35 GetMaxAmmo
- 1.36 GetProjSpeed
- 1.37 GetRating
- 1.38 GetSpecialSwitchPriority
- 1.39 GetTargetName
- 1.40 GiveAmmo
- 1.41 GiveTo
- 1.42 GreaterThan
- 1.43 HandleTargetDetails
- 1.44 HandleTraceImpact
- 1.45 HasAmmo
- 1.46 HideCrosshair
- 1.47 IncrementFlashCount
- 1.48 IsFiring
- 1.49 IsTargetable
- 1.50 LessThan
- 1.51 NextWeapon
- 1.52 PawnAgentEvent
- 1.53 PlayAnimEx
- 1.54 PlayFiring
- 1.55 PlayIdleAnim
- 1.56 PlayReloading
- 1.57 PlaySelect
- 1.58 PlayWeaponSound
- 1.59 PostSetAimingParameters
- 1.60 PreSetAimingParameters
- 1.61 PrevWeapon
- 1.62 ProjectileFire
- 1.63 PutDown
- 1.64 RangedAttackTime
- 1.65 RateSelf
- 1.66 RecommendRangedAttack
- 1.67 RecommendWeapon
- 1.68 Reload
- 1.69 ReloadRequired
- 1.70 Resupply
- 1.71 ResupplyStatus
- 1.72 SendEvent
- 1.73 ServerFire
- 1.74 ServerRapidFire
- 1.75 ServerStopFiring
- 1.76 SetAmmoType
- 1.77 SetFireSkin
- 1.78 SetFireStartLocations
- 1.79 SpecialSwitchAway
- 1.80 SplashJump
- 1.81 StopFiring
- 1.82 SuggestAttackStyle
- 1.83 SuggestDefenseStyle
- 1.84 SwitchAway
- 1.85 SwitchPriority
- 1.86 TraceFire
- 1.87 TweenDown
- 1.88 UnsetFireSkin
- 1.89 UpdateCrosshair
- 1.90 WeaponChange
- Weapon instance functions in other games:
- RTNP, U1, UT, U2XMP, UE2Runtime, UT2003, UT2004, UT3, UDK
- Other member categories for this class:
- internal variables
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. |
Instance functions[edit]
AddAmmo[edit]
AdjustAim[edit]
function bool AdjustAim (bool bAltFire, bool bInstant, float FireSpread, class<Projectile> ProjClass, bool bWarnTarget, bool bTrySplash)
AdjustProjectileAim[edit]
function bool AdjustProjectileAim (bool bAltFire, class<Projectile> ProjectileClass, 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]
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]
Ammo_Reload[edit]
simulated function Ammo_Reload ()
Ammo_ReloadRequired[edit]
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]
Ammo_UseAmmo[edit]
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]
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]
GetMaxAmmo[edit]
simulated function int GetMaxAmmo ()
GetProjSpeed[edit]
GetRating[edit]
function float GetRating ()
GetSpecialSwitchPriority[edit]
GetTargetName[edit]
interface function string GetTargetName ()
GiveAmmo[edit]
function GiveAmmo (Pawn Other)
GiveTo[edit]
function GiveTo (Pawn Other)
Overrides: Inventory.GiveTo
GreaterThan[edit]
HandleTargetDetails[edit]
simulated function HandleTargetDetails (Actor A, Canvas Canvas, Object.Vector ViewLoc, Object.Rotator ViewRot)
HandleTraceImpact[edit]
HasAmmo[edit]
simulated function bool HasAmmo ()
HideCrosshair[edit]
simulated function HideCrosshair ()
IncrementFlashCount[edit]
simulated function IncrementFlashCount ()
IsFiring[edit]
function bool IsFiring ()
IsTargetable[edit]
LessThan[edit]
NextWeapon[edit]
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]
PostSetAimingParameters[edit]
function PostSetAimingParameters (bool bAltFire, bool bInstant, float FireSpread, class<Projectile> ProjClass, bool bWarnTarget, bool bTrySplash)
PreSetAimingParameters[edit]
function bool PreSetAimingParameters (bool bAltFire, bool bInstant, float FireSpread, class<Projectile> ProjClass, bool bWarnTarget, bool bTrySplash)
PrevWeapon[edit]
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]
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]
Overrides: Inventory.WeaponChange