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UE2:Weapon instance functions (U2XMP)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents
- 1 Instance functions
- 1.1 AltFire
- 1.2 BringUp
- 1.3 CanFire
- 1.4 ChangeAmmoType
- 1.5 ClearWeaponEffects
- 1.6 ClientWeaponEvent
- 1.7 ClientWeaponSet
- 1.8 DisplayDebug
- 1.9 DropFrom
- 1.10 Fire
- 1.11 GetAmmoAmount
- 1.12 GetClipAmount
- 1.13 GetClipSize
- 1.14 GetFireStart
- 1.15 GetMaxAmmo
- 1.16 GetNumAmmoTypes
- 1.17 GetPreferCrouchingMultiplier
- 1.18 GetPreferProneMultiplier
- 1.19 GetProjSpeed
- 1.20 GiveAmmo
- 1.21 GiveTo
- 1.22 HandlePickupQuery
- 1.23 HasAmmo
- 1.24 HasAnyAmmo
- 1.25 HasEnoughAmmo
- 1.26 NeedsToReload
- 1.27 PlayAltFiring
- 1.28 PlayFiring
- 1.29 PlayIdleAnim
- 1.30 PlayReloading
- 1.31 PlaySelect
- 1.32 PostRecvOwner
- 1.33 PostRender
- 1.34 ProcessTraceHit
- 1.35 ProjectileFire
- 1.36 PutDown
- 1.37 RateSelf
- 1.38 RecommendWeapon
- 1.39 SetAmmoType
- 1.40 SetAmmoTypeStr
- 1.41 setHand
- 1.42 ShouldSwitchWeapon
- 1.43 SnipingWeapon
- 1.44 SplashJump
- 1.45 SuggestAttackStyle
- 1.46 SuggestDefenseStyle
- 1.47 SuggestDuration
- 1.48 SwitchPriority
- 1.49 TraceFire
- 1.50 TweenDown
- 1.51 UpdateAutoSwitchPriority
- 1.52 WeaponChange
- Weapon instance functions in other games:
- RTNP, U1, UT, U2, UE2Runtime, UT2003, UT2004, UT3, UDK
- Other member categories for this class:
- internal variables
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Instance functions
AltFire
simulated function AltFire ()
BringUp
simulated function BringUp ()
CanFire
function bool CanFire ()
ChangeAmmoType
simulated function ChangeAmmoType ()
ClearWeaponEffects
simulated function ClearWeaponEffects ()
ClientWeaponEvent
function ClientWeaponEvent (name EventType)
ClientWeaponSet
simulated function ClientWeaponSet (bool bOptionalSet)
DisplayDebug
Overrides: Actor.DisplayDebug
DropFrom
function DropFrom (Object.Vector StartLocation)
Overrides: Inventory.DropFrom
Fire
simulated function Fire ()
GetAmmoAmount
simulated function int GetAmmoAmount ()
GetClipAmount
simulated function int GetClipAmount ()
GetClipSize
simulated function int GetClipSize ()
GetFireStart
GetMaxAmmo
simulated function int GetMaxAmmo ()
GetNumAmmoTypes
function int GetNumAmmoTypes ()
GetPreferCrouchingMultiplier
function float GetPreferCrouchingMultiplier ()
GetPreferProneMultiplier
function float GetPreferProneMultiplier ()
GetProjSpeed
GiveAmmo
function GiveAmmo (Pawn Other)
GiveTo
Overrides: Inventory.GiveTo
HandlePickupQuery
Overrides: Inventory.HandlePickupQuery
HasAmmo
simulated function bool HasAmmo ()
HasAnyAmmo
simulated function bool HasAnyAmmo ()
HasEnoughAmmo
NeedsToReload
simulated function bool NeedsToReload ()
PlayAltFiring
simulated function PlayAltFiring ()
PlayFiring
simulated function PlayFiring ()
PlayIdleAnim
simulated function PlayIdleAnim ()
PlayReloading
simulated function PlayReloading ()
PlaySelect
simulated function PlaySelect ()
PostRecvOwner
simulated function PostRecvOwner ()
Overrides: Inventory.PostRecvOwner
PostRender
simulated function PostRender (Canvas Canvas)
ProcessTraceHit
function ProcessTraceHit (Actor Other, Object.Vector HitLocation, Object.Vector HitNormal, Object.Vector X, Object.Vector Y, Object.Vector Z)
ProjectileFire
PutDown
simulated function bool PutDown ()
RateSelf
RecommendWeapon
Overrides: Inventory.RecommendWeapon
SetAmmoType
SetAmmoTypeStr
setHand
simulated function setHand (float Hand)
ShouldSwitchWeapon
SnipingWeapon
function bool SnipingWeapon ()
SplashJump
function bool SplashJump ()
SuggestAttackStyle
SuggestDefenseStyle
SuggestDuration
SwitchPriority
simulated function float SwitchPriority ()
TraceFire
function TraceFire (float Accuracy)
TweenDown
simulated function TweenDown ()
UpdateAutoSwitchPriority
function UpdateAutoSwitchPriority (PlayerController PC)
WeaponChange
Overrides: Inventory.WeaponChange