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UE2:Weapon instance functions (UT2004)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents
- 1 Instance functions
- 1.1 AddAmmo
- 1.2 AdjustPlayerDamage
- 1.3 AltFire
- 1.4 AmmoAmount
- 1.5 AmmoMaxed
- 1.6 AmmoPickupClass
- 1.7 AmmoStatus
- 1.8 BestMode
- 1.9 BotFire
- 1.10 BringUp
- 1.11 CanAttack
- 1.12 CanHeal
- 1.13 CanThrow
- 1.14 CenteredEffectStart
- 1.15 ChargeBar
- 1.16 CheckOutOfAmmo
- 1.17 CheckReflect
- 1.18 CheckSuperBerserk
- 1.19 ClientForceAmmoUpdate
- 1.20 ClientPlayForceFeedback
- 1.21 ClientWeaponSet
- 1.22 ClientWeaponThrown
- 1.23 ClientWriteFire
- 1.24 ClientWriteStats
- 1.25 ConsumeAmmo
- 1.26 DesireAmmo
- 1.27 DetachFromPawn
- 1.28 DisplayDebug
- 1.29 DoAutoSwitch
- 1.30 DoReflectEffect
- 1.31 DrawWeaponInfo
- 1.32 DropFrom
- 1.33 FillToInitialAmmo
- 1.34 Fire
- 1.35 FireHack
- 1.36 FireOnRelease
- 1.37 FocusOnLeader
- 1.38 GetAIRating
- 1.39 GetAmmoClass
- 1.40 GetAmmoCount
- 1.41 GetDamageRadius
- 1.42 GetDamageType
- 1.43 GetEffectStart
- 1.44 GetFireMode
- 1.45 GetFireStart
- 1.46 GetViewAxes
- 1.47 GiveAmmo
- 1.48 GiveTo
- 1.49 HackPlayFireSound
- 1.50 HandlePickupQuery
- 1.51 HasAmmo
- 1.52 HolderDied
- 1.53 ImmediateStopFire
- 1.54 IncrementFlashCount
- 1.55 IsFiring
- 1.56 IsRapidFire
- 1.57 Loaded
- 1.58 MaxAmmo
- 1.59 MaxOutAmmo
- 1.60 NeedAmmo
- 1.61 NewDrawWeaponInfo
- 1.62 NextWeapon
- 1.63 OutOfAmmo
- 1.64 PawnUnpossessed
- 1.65 PlayIdle
- 1.66 PreDrawFPWeapon
- 1.67 PrevWeapon
- 1.68 PutDown
- 1.69 RangedAttackTime
- 1.70 RateSelf
- 1.71 ReadyToFire
- 1.72 RecommendLongRangedAttack
- 1.73 RecommendRangedAttack
- 1.74 RecommendSplashDamage
- 1.75 RecommendWeapon
- 1.76 RefireRate
- 1.77 Reselect
- 1.78 ServerStopFire
- 1.79 SetAITarget
- 1.80 SetGRI
- 1.81 SetHand
- 1.82 ShootHoop
- 1.83 ShouldFireWithoutTarget
- 1.84 SplashDamage
- 1.85 SplashJump
- 1.86 StartBerserk
- 1.87 StartDebugging
- 1.88 StartFire
- 1.89 StopBerserk
- 1.90 StopForceFeedback
- 1.91 SuggestAttackStyle
- 1.92 SuggestDefenseStyle
- 1.93 SuperMaxOutAmmo
- 1.94 SynchronizeWeapon
- 1.95 WantsZoomFade
- 1.96 WeaponCentered
- 1.97 WeaponChange
- 1.98 ZeroFlashCount
- Weapon instance functions in other games:
- RTNP, U1, UT, U2, U2XMP, UE2Runtime, UT2003, UT3, UDK
- Other member categories for this class:
- properties
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]
AddAmmo[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)
AmmoAmount[edit]
AmmoMaxed[edit]
AmmoPickupClass[edit]
AmmoStatus[edit]
BestMode[edit]
function byte BestMode ()
BotFire[edit]
BringUp[edit]
simulated function BringUp (optional Weapon PrevWeapon)
CanAttack[edit]
CanHeal[edit]
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]
CheckSuperBerserk[edit]
simulated function CheckSuperBerserk ()
ClientForceAmmoUpdate[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]
DesireAmmo[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
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]
GetAIRating[edit]
function float GetAIRating ()
GetAmmoClass[edit]
GetAmmoCount[edit]
GetDamageRadius[edit]
function float GetDamageRadius ()
GetDamageType[edit]
function class<DamageType> GetDamageType ()
GetEffectStart[edit]
simulated function Object.Vector GetEffectStart ()
GetFireMode[edit]
simulated function WeaponFire GetFireMode (byte Mode)
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
HackPlayFireSound[edit]
function HackPlayFireSound ()
HandlePickupQuery[edit]
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]
MaxOutAmmo[edit]
simulated function MaxOutAmmo ()
NeedAmmo[edit]
NewDrawWeaponInfo[edit]
NextWeapon[edit]
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]
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)
SetGRI[edit]
simulated function SetGRI (GameReplicationInfo G)
Overrides: Actor.SetGRI
SetHand[edit]
simulated function SetHand (float InHand)
ShootHoop[edit]
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]
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]
Overrides: Inventory.WeaponChange
ZeroFlashCount[edit]
simulated function ZeroFlashCount (int Mode)