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UE2:Weapon instance functions (UT2004)

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UT2004 Object >> Actor >> Inventory >> Weapon (instance functions)

Contents

Weapon instance functions in other games:
RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT3, UDK
Other member categories for this class:
properties

Instance functions[edit]

AddAmmo[edit]

function bool AddAmmo (int AmmoToAdd, int Mode)


AdjustPlayerDamage[edit]

function AdjustPlayerDamage (out int Damage, Pawn InstigatedBy, Object.Vector HitLocation, out Object.Vector Momentum, class<DamageTypeDamageType)


AltFire[edit]

simulated function AltFire (float F)


AmmoAmount[edit]

simulated function int AmmoAmount (int mode)


AmmoMaxed[edit]

simulated function bool AmmoMaxed (int mode)


AmmoPickupClass[edit]

simulated function class<PickupAmmoPickupClass (int mode)


AmmoStatus[edit]

simulated function float AmmoStatus (optional int Mode)


BestMode[edit]

function byte BestMode ()


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)


CanHeal[edit]

function bool CanHeal (Actor Other)


CanThrow[edit]

simulated function bool CanThrow ()


CenteredEffectStart[edit]

simulated function Object.Vector CenteredEffectStart ()


ChargeBar[edit]

simulated function float ChargeBar ()


CheckOutOfAmmo[edit]

simulated function CheckOutOfAmmo ()


CheckReflect[edit]

function bool CheckReflect (Object.Vector HitLocation, out Object.Vector RefNormal, int AmmoDrain)


CheckSuperBerserk[edit]

simulated function CheckSuperBerserk ()


ClientForceAmmoUpdate[edit]

simulated function ClientForceAmmoUpdate (int Mode, int NewAmount)


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]

simulated function bool ConsumeAmmo (int Mode, float load, optional bool bAmountNeededIsMax)


DesireAmmo[edit]

simulated function float DesireAmmo (class<InventoryNewAmmoClass, bool bDetour)


DetachFromPawn[edit]

simulated function DetachFromPawn (Pawn P)

Overrides: Inventory.DetachFromPawn


DisplayDebug[edit]

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

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


FillToInitialAmmo[edit]

simulated function FillToInitialAmmo ()


Fire[edit]

simulated function Fire (float F)


FireHack[edit]

function FireHack (byte Mode)


FireOnRelease[edit]

function bool FireOnRelease ()


FocusOnLeader[edit]

function bool FocusOnLeader (bool bLeaderFiring)


GetAIRating[edit]

function float GetAIRating ()


GetAmmoClass[edit]

simulated function class<AmmunitionGetAmmoClass (int mode)


GetAmmoCount[edit]

simulated function GetAmmoCount (out float MaxAmmoPrimary, out float CurAmmoPrimary)


GetDamageRadius[edit]

function float GetDamageRadius ()


GetDamageType[edit]

function class<DamageTypeGetDamageType ()


GetEffectStart[edit]

simulated function Object.Vector GetEffectStart ()


GetFireMode[edit]

simulated function WeaponFire GetFireMode (byte Mode)


GetFireStart[edit]

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


GetViewAxes[edit]

simulated function GetViewAxes (out Object.Vector xaxis, out Object.Vector yaxis, out Object.Vector zaxis)


GiveAmmo[edit]

function GiveAmmo (int m, WeaponPickup WP, bool bJustSpawned)


GiveTo[edit]

function GiveTo (Pawn Other, optional Pickup Pickup)

Overrides: Inventory.GiveTo


HackPlayFireSound[edit]

function HackPlayFireSound ()


HandlePickupQuery[edit]

function bool HandlePickupQuery (Pickup Item)

Overrides: Inventory.HandlePickupQuery


HasAmmo[edit]

simulated function bool HasAmmo ()


HolderDied[edit]

function HolderDied ()


ImmediateStopFire[edit]

simulated function ImmediateStopFire ()


IncrementFlashCount[edit]

simulated function IncrementFlashCount (int Mode)


IsFiring[edit]

simulated function bool IsFiring ()


IsRapidFire[edit]

function bool IsRapidFire ()


Loaded[edit]

simulated function Loaded ()


MaxAmmo[edit]

simulated function int MaxAmmo (int mode)


MaxOutAmmo[edit]

simulated function MaxOutAmmo ()


NeedAmmo[edit]

simulated function bool NeedAmmo (int mode)


NewDrawWeaponInfo[edit]

simulated function NewDrawWeaponInfo (Canvas C, float YPos)


NextWeapon[edit]

simulated function Weapon NextWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)

Overrides: Inventory.NextWeapon


OutOfAmmo[edit]

simulated function OutOfAmmo ()


PawnUnpossessed[edit]

simulated function PawnUnpossessed ()


PlayIdle[edit]

simulated function PlayIdle ()


PreDrawFPWeapon[edit]

simulated function PreDrawFPWeapon ()


PrevWeapon[edit]

simulated function Weapon PrevWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)

Overrides: Inventory.PrevWeapon


PutDown[edit]

simulated function bool PutDown ()


RangedAttackTime[edit]

function float RangedAttackTime ()


RateSelf[edit]

simulated function float RateSelf ()


ReadyToFire[edit]

simulated function bool ReadyToFire (int Mode)


RecommendLongRangedAttack[edit]

function bool RecommendLongRangedAttack ()


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 ()


Reselect[edit]

simulated function Reselect ()


ServerStopFire[edit]

function ServerStopFire (byte Mode)


SetAITarget[edit]

function SetAITarget (Actor T)


SetGRI[edit]

simulated function SetGRI (GameReplicationInfo G)

Overrides: Actor.SetGRI


SetHand[edit]

simulated function SetHand (float InHand)


ShootHoop[edit]

function bool ShootHoop (Controller B, Object.Vector ShootLoc)


ShouldFireWithoutTarget[edit]

function bool ShouldFireWithoutTarget ()


SplashDamage[edit]

function bool SplashDamage ()


SplashJump[edit]

function bool SplashJump ()


StartBerserk[edit]

simulated function StartBerserk ()


StartDebugging[edit]

function StartDebugging ()


StartFire[edit]

simulated function bool StartFire (int Mode)


StopBerserk[edit]

simulated function StopBerserk ()


StopForceFeedback[edit]

simulated function StopForceFeedback (string EffectName)


SuggestAttackStyle[edit]

function float SuggestAttackStyle ()


SuggestDefenseStyle[edit]

function float SuggestDefenseStyle ()


SuperMaxOutAmmo[edit]

simulated function SuperMaxOutAmmo ()


SynchronizeWeapon[edit]

function SynchronizeWeapon (Weapon ClientWeapon)


WantsZoomFade[edit]

simulated function bool WantsZoomFade ()


WeaponCentered[edit]

simulated function bool WeaponCentered ()


WeaponChange[edit]

simulated function Weapon WeaponChange (byte F, bool bSilent)

Overrides: Inventory.WeaponChange


ZeroFlashCount[edit]

simulated function ZeroFlashCount (int Mode)