Mostly Harmless
UE2:Weapon internal variables (UE2Runtime)
Contents
- 1 Internal variables
- 1.1 AdjustedAim
- 1.2 Affector
- 1.3 AimError
- 1.4 AIRating
- 1.5 AmmoName
- 1.6 AmmoType
- 1.7 AutoSwitchPriority
- 1.8 bAutoFire
- 1.9 bCanThrow
- 1.10 bChangeWeapon
- 1.11 bDrawMuzzleFlash
- 1.12 bForceAltFire
- 1.13 bForceFire
- 1.14 bForceReload
- 1.15 bMeleeWeapon
- 1.16 bMuzzleFlash
- 1.17 bMuzzleFlashParticles
- 1.18 bPointing
- 1.19 bRapidFire
- 1.20 bSetFlashTime
- 1.21 bSniping
- 1.22 bSpectated
- 1.23 bSteadyToggle
- 1.24 bWeaponUp
- 1.25 CrossHair
- 1.26 CurrentRating
- 1.27 DisplayFOV
- 1.28 FireAdjust
- 1.29 FireOffset
- 1.30 FlashCount
- 1.31 FlashTime
- 1.32 LeftHandedMesh
- 1.33 MaxRange
- 1.34 MFTexture
- 1.35 MuzzleFlashMesh
- 1.36 MuzzleFlashScale
- 1.37 MuzzleFlashStyle
- 1.38 MuzzleFlashTexture
- 1.39 NameColor
- 1.40 OldWeapon
- 1.41 PickupAmmoCount
- 1.42 ReloadCount
- 1.43 ShakeMag
- 1.44 ShakeSpeed
- 1.45 ShakeTime
- 1.46 ShakeVert
- 1.47 StopFiringTime
- 1.48 TraceAccuracy
- 1.49 TraceDist
- 1.50 WeaponDescription
- Weapon internal variables in other games:
- U2, U2XMP
- Other member categories for this class:
- instance functions, states
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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