My program doesn't have bugs. It just develops random features.
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
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
AdjustPlayerDamage
function AdjustPlayerDamage (out int Damage, Pawn InstigatedBy, Object.Vector HitLocation, out Object.Vector Momentum, class<DamageType> DamageType)
AltFire
simulated function AltFire (float F)
AmmoStatus
simulated function float AmmoStatus ()
BestMode
function byte BestMode ()
BotFire
BringUp
simulated function BringUp (optional Weapon PrevWeapon)
CanAttack
CanThrow
simulated function bool CanThrow ()
CenteredEffectStart
simulated function Object.Vector CenteredEffectStart ()
ChargeBar
simulated function float ChargeBar ()
CheckReflect
ClientPlayForceFeedback
simulated function ClientPlayForceFeedback (string EffectName)
ClientWeaponSet
simulated function ClientWeaponSet (bool bPossiblySwitch)
ClientWeaponThrown
simulated function ClientWeaponThrown ()
ClientWriteFire
simulated function ClientWriteFire (string Result)
ClientWriteStats
simulated function ClientWriteStats (byte Mode, bool bMatch, bool bAllowFire, bool bDelay, bool bAlt, float wait)
ConsumeAmmo
DetachFromPawn
simulated function DetachFromPawn (Pawn P)
Overrides: Inventory.DetachFromPawn
DisplayDebug
Overrides: Actor.DisplayDebug
DoAutoSwitch
simulated function DoAutoSwitch ()
DoReflectEffect
function DoReflectEffect (int Drain)
DrawWeaponInfo
simulated function DrawWeaponInfo (Canvas C)
DropFrom
function DropFrom (Object.Vector StartLocation)
Overrides: Inventory.DropFrom
Fire
simulated function Fire (float F)
FireHack
function FireHack (byte Mode)
FocusOnLeader
GetAIRating
function float GetAIRating ()
GetAmmoCount
GetDamageRadius
function float GetDamageRadius ()
GetEffectStart
simulated function Object.Vector GetEffectStart ()
GetFireStart
GetViewAxes
simulated function GetViewAxes (out Object.Vector xaxis, out Object.Vector yaxis, out Object.Vector zaxis)
GiveAmmo
GiveTo
Overrides: Inventory.GiveTo
HandlePickupQuery
Overrides: Inventory.HandlePickupQuery
HasAmmo
simulated function bool HasAmmo ()
HolderDied
function HolderDied ()
IncrementFlashCount
simulated function IncrementFlashCount (int Mode)
IsFiring
simulated function bool IsFiring ()
IsRapidFire
function bool IsRapidFire ()
NextWeapon
Overrides: Inventory.NextWeapon
OutOfAmmo
simulated function OutOfAmmo ()
PlayIdle
simulated function PlayIdle ()
PrevWeapon
Overrides: Inventory.PrevWeapon
PutDown
simulated function bool PutDown ()
RangedAttackTime
function float RangedAttackTime ()
RateSelf
simulated function float RateSelf ()
ReadyToFire
RecommendLongRangedAttack
function bool RecommendLongRangedAttack ()
RecommendRangedAttack
function bool RecommendRangedAttack ()
RecommendSplashDamage
function bool RecommendSplashDamage ()
RecommendWeapon
Overrides: Inventory.RecommendWeapon
RefireRate
function float RefireRate ()
Reselect
simulated function Reselect ()
ServerStopFire
function ServerStopFire (byte Mode)
SetAITarget
function SetAITarget (Actor T)
SetHand
simulated function SetHand (float InHand)
ShootHoop
SplashDamage
function bool SplashDamage ()
SplashJump
function bool SplashJump ()
StartBerserk
simulated function StartBerserk ()
StartFire
StopBerserk
simulated function StopBerserk ()
StopForceFeedback
simulated function StopForceFeedback (string EffectName)
SuggestAttackStyle
function float SuggestAttackStyle ()
SuggestDefenseStyle
function float SuggestDefenseStyle ()
SynchronizeWeapon
function SynchronizeWeapon (Weapon ClientWeapon)
WeaponCentered
simulated function bool WeaponCentered ()
WeaponChange
Overrides: Inventory.WeaponChange
ZeroFlashCount
simulated function ZeroFlashCount (int Mode)