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UE2:Weapon internal variables (UE2Runtime)

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UE2Runtime Object >> Actor >> Inventory >> Weapon (internal variables)
Weapon internal variables in other games:
U2, U2XMP
Other member categories for this class:
instance functions, states

Internal variables

AdjustedAim

Type: Object.Rotator


Affector

Type: Powerups

powerup chain currently affecting this weapon

AimError

Type: float

Aim Error for bots (note this value doubled if instant hit weapon)

Default value: 550.0

AIRating

Type: float


Default value: 0.5

AmmoName

Type: class<Ammunition>

Type of ammo used.

AmmoType

Type: Ammunition

Modifiers: travel

Inventory Ammo being used.

AutoSwitchPriority

Type: int


Default value: 1

bAutoFire

Type: bool

when changed, draw muzzle flash for current frame

bCanThrow

Type: bool

if true, player can toss this weapon out

Default value: True

bChangeWeapon

Type: bool

Used in Active State

bDrawMuzzleFlash

Type: bool


bForceAltFire

Type: bool


bForceFire

Type: bool


bForceReload

Type: bool


bMeleeWeapon

Type: bool

Weapon is only a melee weapon

bMuzzleFlash

Type: bool

if !=0 show first-person muzzle flash

bMuzzleFlashParticles

Type: bool


bPointing

Type: bool

Indicates weapon is being pointed

bRapidFire

Type: bool

used by pawn animations in determining firing animation, and for net replication

bSetFlashTime

Type: bool

reset FlashTime clock when false

bSniping

Type: bool

weapon useful for sniping

bSpectated

Type: bool


bSteadyToggle

Type: bool


bWeaponUp

Type: bool

Used in Active State

CrossHair

Type: Texture


CurrentRating

Type: float


Default value: 0.5

DisplayFOV

Type: float


Default value: 85.0

FireAdjust

Type: float


Default value: 1.0

FireOffset

Type: Object.Vector

Offset from first person eye position for projectile/trace start

FlashCount

Type: byte

when incremented, draw muzzle flash for current frame

FlashTime

Type: float

time when muzzleflash will be cleared (set in RenderOverlays())

LeftHandedMesh

Type: string

string of name of left-handed view mesh (if different)

MaxRange

Type: float

max range of weapon for non-trace hit attacks

Default value: 8000.0

MFTexture

Type: Texture

first-person muzzle flash sprite

MuzzleFlashMesh

Type: Mesh


MuzzleFlashScale

Type: float


MuzzleFlashStyle

Type: Actor.ERenderStyle


MuzzleFlashTexture

Type: Texture


NameColor

Type: Object.Color

used when drawing name on HUD

Default value:

Member Value
A 255
B 255
G 255
R 255

OldWeapon

Type: Weapon


PickupAmmoCount

Type: int

Amount of ammo initially in pick-up item.

ReloadCount

Type: byte


ShakeMag

Type: float


Default value: 300.0

ShakeSpeed

Type: Object.Vector


Default value:

Member Value
X 100.0
Y 100.0
Z 100.0

ShakeTime

Type: float


Default value: 0.1

ShakeVert

Type: Object.Vector


Default value:

Member Value
Z 5.0

StopFiringTime

Type: float

repeater weapons use this

TraceAccuracy

Type: float


TraceDist

Type: float

how far instant hit trace fires go

Default value: 10000.0

WeaponDescription

Type: string

Modifiers: localized