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UE2:Weapon instance functions (UT2003)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents
- 1 Instance functions
- 1.1 AdjustPlayerDamage
- 1.2 AltFire
- 1.3 AmmoStatus
- 1.4 BestMode
- 1.5 BotFire
- 1.6 BringUp
- 1.7 CanAttack
- 1.8 CanThrow
- 1.9 CenteredEffectStart
- 1.10 ChargeBar
- 1.11 CheckReflect
- 1.12 ClientPlayForceFeedback
- 1.13 ClientWeaponSet
- 1.14 ClientWeaponThrown
- 1.15 ClientWriteFire
- 1.16 ClientWriteStats
- 1.17 ConsumeAmmo
- 1.18 DetachFromPawn
- 1.19 DisplayDebug
- 1.20 DoAutoSwitch
- 1.21 DoReflectEffect
- 1.22 DrawWeaponInfo
- 1.23 DropFrom
- 1.24 Fire
- 1.25 FireHack
- 1.26 FocusOnLeader
- 1.27 GetAIRating
- 1.28 GetAmmoCount
- 1.29 GetDamageRadius
- 1.30 GetEffectStart
- 1.31 GetFireStart
- 1.32 GetViewAxes
- 1.33 GiveAmmo
- 1.34 GiveTo
- 1.35 HandlePickupQuery
- 1.36 HasAmmo
- 1.37 HolderDied
- 1.38 IncrementFlashCount
- 1.39 IsFiring
- 1.40 IsRapidFire
- 1.41 NextWeapon
- 1.42 OutOfAmmo
- 1.43 PlayIdle
- 1.44 PrevWeapon
- 1.45 PutDown
- 1.46 RangedAttackTime
- 1.47 RateSelf
- 1.48 ReadyToFire
- 1.49 RecommendLongRangedAttack
- 1.50 RecommendRangedAttack
- 1.51 RecommendSplashDamage
- 1.52 RecommendWeapon
- 1.53 RefireRate
- 1.54 Reselect
- 1.55 ServerStopFire
- 1.56 SetAITarget
- 1.57 SetHand
- 1.58 ShootHoop
- 1.59 SplashDamage
- 1.60 SplashJump
- 1.61 StartBerserk
- 1.62 StartFire
- 1.63 StopBerserk
- 1.64 StopForceFeedback
- 1.65 SuggestAttackStyle
- 1.66 SuggestDefenseStyle
- 1.67 SynchronizeWeapon
- 1.68 WeaponCentered
- 1.69 WeaponChange
- 1.70 ZeroFlashCount
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Instance functions[edit]
AdjustPlayerDamage[edit]
function AdjustPlayerDamage (out int Damage, Pawn InstigatedBy, Object.Vector HitLocation, out Object.Vector Momentum, class<DamageType> DamageType)
AltFire[edit]
simulated function AltFire (float F)
AmmoStatus[edit]
simulated function float AmmoStatus ()
BestMode[edit]
function byte BestMode ()
BotFire[edit]
BringUp[edit]
simulated function BringUp (optional Weapon PrevWeapon)
CanAttack[edit]
CanThrow[edit]
simulated function bool CanThrow ()
CenteredEffectStart[edit]
simulated function Object.Vector CenteredEffectStart ()
ChargeBar[edit]
simulated function float ChargeBar ()
CheckReflect[edit]
ClientPlayForceFeedback[edit]
simulated function ClientPlayForceFeedback (string EffectName)
ClientWeaponSet[edit]
simulated function ClientWeaponSet (bool bPossiblySwitch)
ClientWeaponThrown[edit]
simulated function ClientWeaponThrown ()
ClientWriteFire[edit]
simulated function ClientWriteFire (string Result)
ClientWriteStats[edit]
simulated function ClientWriteStats (byte Mode, bool bMatch, bool bAllowFire, bool bDelay, bool bAlt, float wait)
ConsumeAmmo[edit]
DetachFromPawn[edit]
simulated function DetachFromPawn (Pawn P)
Overrides: Inventory.DetachFromPawn
DisplayDebug[edit]
Overrides: Actor.DisplayDebug
DoAutoSwitch[edit]
simulated function DoAutoSwitch ()
DoReflectEffect[edit]
function DoReflectEffect (int Drain)
DrawWeaponInfo[edit]
simulated function DrawWeaponInfo (Canvas C)
DropFrom[edit]
function DropFrom (Object.Vector StartLocation)
Overrides: Inventory.DropFrom
Fire[edit]
simulated function Fire (float F)
FireHack[edit]
function FireHack (byte Mode)
FocusOnLeader[edit]
GetAIRating[edit]
function float GetAIRating ()
GetAmmoCount[edit]
GetDamageRadius[edit]
function float GetDamageRadius ()
GetEffectStart[edit]
simulated function Object.Vector GetEffectStart ()
GetFireStart[edit]
GetViewAxes[edit]
simulated function GetViewAxes (out Object.Vector xaxis, out Object.Vector yaxis, out Object.Vector zaxis)
GiveAmmo[edit]
GiveTo[edit]
Overrides: Inventory.GiveTo
HandlePickupQuery[edit]
Overrides: Inventory.HandlePickupQuery
HasAmmo[edit]
simulated function bool HasAmmo ()
HolderDied[edit]
function HolderDied ()
IncrementFlashCount[edit]
simulated function IncrementFlashCount (int Mode)
IsFiring[edit]
simulated function bool IsFiring ()
IsRapidFire[edit]
function bool IsRapidFire ()
NextWeapon[edit]
Overrides: Inventory.NextWeapon
OutOfAmmo[edit]
simulated function OutOfAmmo ()
PlayIdle[edit]
simulated function PlayIdle ()
PrevWeapon[edit]
Overrides: Inventory.PrevWeapon
PutDown[edit]
simulated function bool PutDown ()
RangedAttackTime[edit]
function float RangedAttackTime ()
RateSelf[edit]
simulated function float RateSelf ()
ReadyToFire[edit]
RecommendLongRangedAttack[edit]
function bool RecommendLongRangedAttack ()
RecommendRangedAttack[edit]
function bool RecommendRangedAttack ()
RecommendSplashDamage[edit]
function bool RecommendSplashDamage ()
RecommendWeapon[edit]
Overrides: Inventory.RecommendWeapon
RefireRate[edit]
function float RefireRate ()
Reselect[edit]
simulated function Reselect ()
ServerStopFire[edit]
function ServerStopFire (byte Mode)
SetAITarget[edit]
function SetAITarget (Actor T)
SetHand[edit]
simulated function SetHand (float InHand)
ShootHoop[edit]
SplashDamage[edit]
function bool SplashDamage ()
SplashJump[edit]
function bool SplashJump ()
StartBerserk[edit]
simulated function StartBerserk ()
StartFire[edit]
StopBerserk[edit]
simulated function StopBerserk ()
StopForceFeedback[edit]
simulated function StopForceFeedback (string EffectName)
SuggestAttackStyle[edit]
function float SuggestAttackStyle ()
SuggestDefenseStyle[edit]
function float SuggestDefenseStyle ()
SynchronizeWeapon[edit]
function SynchronizeWeapon (Weapon ClientWeapon)
WeaponCentered[edit]
simulated function bool WeaponCentered ()
WeaponChange[edit]
Overrides: Inventory.WeaponChange
ZeroFlashCount[edit]
simulated function ZeroFlashCount (int Mode)