I don't need to test my programs. I have an error-correcting modem.

UE2:Weapon instance functions (UE2Runtime)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UE2Runtime Object >> Actor >> Inventory >> Weapon (instance functions)
Weapon instance functions in other games:
RTNP, U1, UT, U2, U2XMP, UT2003, UT2004, UT3, UDK
Other member categories for this class:
internal variables, states

Instance functions[edit]

AltFire[edit]

simulated function AltFire (float Value)


AmmoStatus[edit]

function float AmmoStatus ()


BotFire[edit]

function bool BotFire (bool bFinished, optional name FiringMode)


BringUp[edit]

simulated function BringUp (optional Weapon PrevWeapon)


CanAttack[edit]

function bool CanAttack (Actor Other)


CauseAltFire[edit]

function CauseAltFire ()


CheckAnimating[edit]

function CheckAnimating ()


ClientFinish[edit]

simulated function ClientFinish ()


ClientForceReload[edit]

simulated function ClientForceReload ()


ClientWeaponEvent[edit]

function ClientWeaponEvent (name EventType)


ClientWeaponSet[edit]

simulated function ClientWeaponSet (bool bOptionalSet)


DisplayDebug[edit]

simulated function DisplayDebug (Canvas Canvas, out float YL, out float YPos)

Overrides: Actor.DisplayDebug


DrawCrossHair[edit]

simulated function DrawCrossHair (Canvas Canvas)


DrawMuzzleFlash[edit]

simulated function DrawMuzzleFlash (Canvas Canvas)


DropFrom[edit]

function DropFrom (Object.Vector StartLocation)

Overrides: Inventory.DropFrom


Finish[edit]

function Finish ()


Fire[edit]

simulated function Fire (float Value)


FireHack[edit]

function FireHack (byte Mode)


FocusOnLeader[edit]

function bool FocusOnLeader (bool bLeaderFiring)


ForceReload[edit]

simulated function ForceReload ()


GetAIRating[edit]

function float GetAIRating ()


GetDamageRadius[edit]

function float GetDamageRadius ()


GetFireStart[edit]

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


GetRating[edit]

function float GetRating ()


GiveAmmo[edit]

function GiveAmmo (Pawn Other)


GiveTo[edit]

function GiveTo (Pawn Other)

Overrides: Inventory.GiveTo


HandlePickupQuery[edit]

function bool HandlePickupQuery (Pickup Item)

Overrides: Inventory.HandlePickupQuery


HasAmmo[edit]

simulated function bool HasAmmo ()


HolderDied[edit]

function HolderDied ()


IncrementFlashCount[edit]

simulated function IncrementFlashCount ()


IsFiring[edit]

function bool IsFiring ()


IsIdle[edit]

function bool IsIdle ()


LocalFire[edit]

simulated function LocalFire ()


NeedsToReload[edit]

simulated function bool NeedsToReload ()


NextWeapon[edit]

simulated function Weapon NextWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)

Overrides: Inventory.NextWeapon


PlayFiring[edit]

simulated function PlayFiring ()


PlayIdleAnim[edit]

simulated function PlayIdleAnim ()


PlayPostSelect[edit]

simulated function PlayPostSelect ()


PlayReloading[edit]

simulated function PlayReloading ()


PlaySelect[edit]

simulated function PlaySelect ()


PrevWeapon[edit]

simulated function Weapon PrevWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)

Overrides: Inventory.PrevWeapon


ProjectileFire[edit]

function ProjectileFire ()


PutDown[edit]

simulated function bool PutDown ()


RangedAttackTime[edit]

function float RangedAttackTime ()


RateSelf[edit]

simulated function float RateSelf ()


RecommendRangedAttack[edit]

function bool RecommendRangedAttack ()


RecommendSplashDamage[edit]

function bool RecommendSplashDamage ()


RecommendWeapon[edit]

simulated function Weapon RecommendWeapon (out float rating)

Overrides: Inventory.RecommendWeapon


RefireRate[edit]

function float RefireRate ()


RepeatFire[edit]

simulated function bool RepeatFire ()


ServerAltFire[edit]

function ServerAltFire ()


ServerFire[edit]

function ServerFire ()


ServerForceReload[edit]

function ServerForceReload ()


ServerRapidFire[edit]

function ServerRapidFire ()


ServerStopFiring[edit]

function ServerStopFiring ()


SetAITarget[edit]

function SetAITarget (Actor T)


setHand[edit]

simulated function setHand (float Hand)


SplashDamage[edit]

function bool SplashDamage ()


SplashJump[edit]

function bool SplashJump ()


SuggestAttackStyle[edit]

function float SuggestAttackStyle ()


SuggestDefenseStyle[edit]

function float SuggestDefenseStyle ()


SwitchPriority[edit]

simulated function float SwitchPriority ()


SwitchToWeaponWithAmmo[edit]

function SwitchToWeaponWithAmmo ()


TraceFire[edit]

function TraceFire (float Accuracy, float YOffset, float ZOffset)


TweenDown[edit]

simulated function TweenDown ()


WeaponChange[edit]

simulated function Weapon WeaponChange (byte F, bool bSilent)

Overrides: Inventory.WeaponChange


zoom[edit]

simulated function zoom ()