Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE2:XMPVehicleBarrel internal variables (U2)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
U2 Object >> Actor >> Pawn >> XMPVehicleBarrel (internal variables)

;Other member categories for this class::instance functions

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