Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE2:XMPVehicleBarrel internal variables (U2)
Object >> Actor >> Pawn >> XMPVehicleBarrel (internal variables) |
Contents
- 1 Internal variables
- 1.1 AdjustedAim
- 1.2 bAmbientFireSound
- 1.3 BarrelNumber
- 1.4 BarrelOffset
- 1.5 BaseMesh
- 1.6 bAutoFire
- 1.7 bForceAltFire
- 1.8 bForceFire
- 1.9 bGlowing
- 1.10 bInstantHit
- 1.11 bPendingAltFire
- 1.12 bPendingFire
- 1.13 bRapidFire
- 1.14 bRepeatFire
- 1.15 bSteadyToggle
- 1.16 bUseMe
- 1.17 Crosshair
- 1.18 Damage
- 1.19 DisplayFOV
- 1.20 DriverViewMesh
- 1.21 EnergyCost
- 1.22 FireOffset
- 1.23 FirePitch
- 1.24 FireSound
- 1.25 FireTime
- 1.26 FireTimer
- 1.27 FiringOffset
- 1.28 FiringSpeed
- 1.29 Instigator
- 1.30 LastTargetName
- 1.31 MaxRange
- 1.32 MomentumTransfer
- 1.33 MyCabViewModel
- 1.34 MyDamageType
- 1.35 MyFlashCount
- 1.36 MyTurret
- 1.37 NameColor
- 1.38 OfflineSound
- 1.39 OldWeaponStateFiring
- 1.40 OldWeaponStateIdle
- 1.41 OwnedBySVehicle
- 1.42 ProjectileClass
- 1.43 ProjectileFireStartLocation
- 1.44 RefireRate
- 1.45 ShakeMag
- 1.46 ShakeTime
- 1.47 StopFiringTime
- 1.48 TempTimer
- 1.49 TraceAccuracy
- 1.50 TraceDist
- 1.51 TraceFireStartLocation
- 1.52 TraceSpread
- 1.53 WarnTargetPct
- 1.54 WeaponStateFiring
- 1.55 WeaponStateIdle
;Other member categories for this class::instance functions
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Internal variables
AdjustedAim
Type: Object.Rotator
bAmbientFireSound
Type: bool
BarrelNumber
Type: int
BarrelOffset
Type: Object.Vector
BaseMesh
Type: StaticMesh
bAutoFire
Type: bool
When set to true.. begin auto fire sequence (used to play looping anims)
bForceAltFire
Type: bool
bForceFire
Type: bool
bGlowing
Type: bool
Whether the crosshair is currently glowing.
bInstantHit
Type: bool
bPendingAltFire
Type: bool
bPendingFire
Type: bool
bRapidFire
Type: bool
used by pawn animations in determining firing animation, and for net replication (set for high rate of fire weapons)
bRepeatFire
Type: bool
automatic refire support
Default value: True
bSteadyToggle
Type: bool
bUseMe
Type: bool
Default value: True
Crosshair
Type: string
UI event to send when switching to the weapon to show the crosshair.
Damage
Type: int
DisplayFOV
Type: float
FOV for drawing the weapon in first person view
DriverViewMesh
Type: StaticMesh
EnergyCost
Type: float
Default value: 5.0E-4
FireOffset
Type: Object.Vector
FirePitch
Type: Object.Range
FireSound
Type: Sound
FireTime
Type: float
FireTimer
Type: float
FiringOffset
Type: Object.Vector
FiringSpeed
Type: float
used by human animations to determine the appropriate speed to play firing animations
Instigator
Type: Pawn
LastTargetName
Type: string
Last viewed target name (for TargetID).
MaxRange
Type: float
max range of weapon for non-trace hit attacks
MomentumTransfer
Type: float
MyCabViewModel
Type: XMPVehicleCabViewModel
MyDamageType
Type: class<DamageType>
MyFlashCount
Type: byte
MyTurret
Type: XMPVehicleTurret
NameColor
Type: Object.Color
used when drawing name on HUD
OfflineSound
Type: Sound
OldWeaponStateFiring
Type: bool
OldWeaponStateIdle
Type: bool
OwnedBySVehicle
Type: bool
ProjectileClass
Type: class<Projectile>
ProjectileFireStartLocation
Type: Object.Vector
RefireRate
Type: float
ShakeMag
Type: float
ShakeTime
Type: float
StopFiringTime
Type: float
repeater weapons use this
TempTimer
Type: float
!!tbd
TraceAccuracy
Type: float
TraceDist
Type: float
how far instant hit trace fires go
TraceFireStartLocation
Type: Object.Vector
TraceSpread
Type: float
WarnTargetPct
Type: float
WeaponStateFiring
Type: bool
WeaponStateIdle
Type: bool