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UE2:Weapon instance functions (UE2Runtime)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents
- 1 Instance functions
- 1.1 AltFire
- 1.2 AmmoStatus
- 1.3 BotFire
- 1.4 BringUp
- 1.5 CanAttack
- 1.6 CauseAltFire
- 1.7 CheckAnimating
- 1.8 ClientFinish
- 1.9 ClientForceReload
- 1.10 ClientWeaponEvent
- 1.11 ClientWeaponSet
- 1.12 DisplayDebug
- 1.13 DrawCrossHair
- 1.14 DrawMuzzleFlash
- 1.15 DropFrom
- 1.16 Finish
- 1.17 Fire
- 1.18 FireHack
- 1.19 FocusOnLeader
- 1.20 ForceReload
- 1.21 GetAIRating
- 1.22 GetDamageRadius
- 1.23 GetFireStart
- 1.24 GetRating
- 1.25 GiveAmmo
- 1.26 GiveTo
- 1.27 HandlePickupQuery
- 1.28 HasAmmo
- 1.29 HolderDied
- 1.30 IncrementFlashCount
- 1.31 IsFiring
- 1.32 IsIdle
- 1.33 LocalFire
- 1.34 NeedsToReload
- 1.35 NextWeapon
- 1.36 PlayFiring
- 1.37 PlayIdleAnim
- 1.38 PlayPostSelect
- 1.39 PlayReloading
- 1.40 PlaySelect
- 1.41 PrevWeapon
- 1.42 ProjectileFire
- 1.43 PutDown
- 1.44 RangedAttackTime
- 1.45 RateSelf
- 1.46 RecommendRangedAttack
- 1.47 RecommendSplashDamage
- 1.48 RecommendWeapon
- 1.49 RefireRate
- 1.50 RepeatFire
- 1.51 ServerAltFire
- 1.52 ServerFire
- 1.53 ServerForceReload
- 1.54 ServerRapidFire
- 1.55 ServerStopFiring
- 1.56 SetAITarget
- 1.57 setHand
- 1.58 SplashDamage
- 1.59 SplashJump
- 1.60 SuggestAttackStyle
- 1.61 SuggestDefenseStyle
- 1.62 SwitchPriority
- 1.63 SwitchToWeaponWithAmmo
- 1.64 TraceFire
- 1.65 TweenDown
- 1.66 WeaponChange
- 1.67 zoom
- Weapon instance functions in other games:
- RTNP, U1, UT, U2, U2XMP, UT2003, UT2004, UT3, UDK
- Other member categories for this class:
- internal variables, states
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]
AltFire[edit]
simulated function AltFire (float Value)
AmmoStatus[edit]
function float AmmoStatus ()
BotFire[edit]
BringUp[edit]
simulated function BringUp (optional Weapon PrevWeapon)
CanAttack[edit]
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]
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]
ForceReload[edit]
simulated function ForceReload ()
GetAIRating[edit]
function float GetAIRating ()
GetDamageRadius[edit]
function float GetDamageRadius ()
GetFireStart[edit]
GetRating[edit]
function float GetRating ()
GiveAmmo[edit]
function GiveAmmo (Pawn Other)
GiveTo[edit]
function GiveTo (Pawn Other)
Overrides: Inventory.GiveTo
HandlePickupQuery[edit]
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]
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]
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]
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]
TweenDown[edit]
simulated function TweenDown ()
WeaponChange[edit]
Overrides: Inventory.WeaponChange
zoom[edit]
simulated function zoom ()