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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
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Instance functions
AddAmmo
AdjustPlayerDamage
function AdjustPlayerDamage (out int Damage, Pawn InstigatedBy, Object.Vector HitLocation, out Object.Vector Momentum, class<DamageType> DamageType)
AltFire
simulated function AltFire (float F)
AmmoAmount
AmmoMaxed
AmmoPickupClass
AmmoStatus
BestMode
function byte BestMode ()
BotFire
BringUp
simulated function BringUp (optional Weapon PrevWeapon)
CanAttack
CanHeal
CanThrow
simulated function bool CanThrow ()
CenteredEffectStart
simulated function Object.Vector CenteredEffectStart ()
ChargeBar
simulated function float ChargeBar ()
CheckOutOfAmmo
simulated function CheckOutOfAmmo ()
CheckReflect
CheckSuperBerserk
simulated function CheckSuperBerserk ()
ClientForceAmmoUpdate
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
DesireAmmo
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
FillToInitialAmmo
simulated function FillToInitialAmmo ()
Fire
simulated function Fire (float F)
FireHack
function FireHack (byte Mode)
FireOnRelease
function bool FireOnRelease ()
FocusOnLeader
GetAIRating
function float GetAIRating ()
GetAmmoClass
GetAmmoCount
GetDamageRadius
function float GetDamageRadius ()
GetDamageType
function class<DamageType> GetDamageType ()
GetEffectStart
simulated function Object.Vector GetEffectStart ()
GetFireMode
simulated function WeaponFire GetFireMode (byte Mode)
GetFireStart
GetViewAxes
simulated function GetViewAxes (out Object.Vector xaxis, out Object.Vector yaxis, out Object.Vector zaxis)
GiveAmmo
GiveTo
Overrides: Inventory.GiveTo
HackPlayFireSound
function HackPlayFireSound ()
HandlePickupQuery
Overrides: Inventory.HandlePickupQuery
HasAmmo
simulated function bool HasAmmo ()
HolderDied
function HolderDied ()
ImmediateStopFire
simulated function ImmediateStopFire ()
IncrementFlashCount
simulated function IncrementFlashCount (int Mode)
IsFiring
simulated function bool IsFiring ()
IsRapidFire
function bool IsRapidFire ()
Loaded
simulated function Loaded ()
MaxAmmo
MaxOutAmmo
simulated function MaxOutAmmo ()
NeedAmmo
NewDrawWeaponInfo
NextWeapon
Overrides: Inventory.NextWeapon
OutOfAmmo
simulated function OutOfAmmo ()
PawnUnpossessed
simulated function PawnUnpossessed ()
PlayIdle
simulated function PlayIdle ()
PreDrawFPWeapon
simulated function PreDrawFPWeapon ()
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)
SetGRI
simulated function SetGRI (GameReplicationInfo G)
Overrides: Actor.SetGRI
SetHand
simulated function SetHand (float InHand)
ShootHoop
ShouldFireWithoutTarget
function bool ShouldFireWithoutTarget ()
SplashDamage
function bool SplashDamage ()
SplashJump
function bool SplashJump ()
StartBerserk
simulated function StartBerserk ()
StartDebugging
function StartDebugging ()
StartFire
StopBerserk
simulated function StopBerserk ()
StopForceFeedback
simulated function StopForceFeedback (string EffectName)
SuggestAttackStyle
function float SuggestAttackStyle ()
SuggestDefenseStyle
function float SuggestDefenseStyle ()
SuperMaxOutAmmo
simulated function SuperMaxOutAmmo ()
SynchronizeWeapon
function SynchronizeWeapon (Weapon ClientWeapon)
WantsZoomFade
simulated function bool WantsZoomFade ()
WeaponCentered
simulated function bool WeaponCentered ()
WeaponChange
Overrides: Inventory.WeaponChange
ZeroFlashCount
simulated function ZeroFlashCount (int Mode)