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UE3:Weapon instance functions (UDK)
- 1 Instance functions
- 1.1 Activate
- 1.2 AddAmmo
- 1.3 AddSpread
- 1.4 AdjustFOVAngle
- 1.5 AttachWeaponTo
- 1.6 BeginFire
- 1.7 CacheAIController
- 1.8 CalcWeaponFire
- 1.9 CanAttack
- 1.10 CanThrow
- 1.11 ClearAllPendingFire
- 1.12 ClearFlashCount
- 1.13 ClearFlashLocation
- 1.14 ClearPendingFire
- 1.15 ClientGivenTo
- 1.16 ClientWeaponSet
- 1.17 ClientWeaponThrown
- 1.18 ConsumeAmmo
- 1.19 CustomFire
- 1.20 DenyClientWeaponSet
- 1.21 DenyPickupQuery
- 1.22 DetachWeapon
- 1.23 DisplayDebug
- 1.24 DoOverrideNextWeapon
- 1.25 DoOverridePrevWeapon
- 1.26 DropFrom
- 1.27 EndFire
- 1.28 FireAmmunition
- 1.29 FireModeUpdated
- 1.30 FireOnRelease
- 1.31 FocusOnLeader
- 1.32 ForceEndFire
- 1.33 GetAdjustedAim
- 1.34 GetAIRating
- 1.35 GetDamageRadius
- 1.36 GetFireInterval
- 1.37 GetPendingFireLength
- 1.38 GetProjectileClass
- 1.39 GetTraceOwner
- 1.40 GetViewAxes
- 1.41 GetWeaponAnimNodeSeq
- 1.42 GetWeaponDebug
- 1.43 GetWeaponRating
- 1.44 HandleFinishedFiring
- 1.45 HasAmmo
- 1.46 HasAnyAmmo
- 1.47 HolderDied
- 1.48 IncrementFlashCount
- 1.49 InstantFire
- 1.50 IsActiveWeapon
- 1.51 ItemRemovedFromInvManager
- 1.52 MaxRange
- 1.53 NotifyWeaponFinishedFiring
- 1.54 NotifyWeaponFired
- 1.55 PendingFire
- 1.56 PlayFireEffects
- 1.57 PlayFiringSound
- 1.58 PlayWeaponAnimation
- 1.59 ProcessInstantHit
- 1.60 ProjectileFire
- 1.61 PutDownWeapon
- 1.62 RangedAttackTime
- 1.63 RecommendLongRangedAttack
- 1.64 RecommendRangedAttack
- 1.65 RefireCheckTimer
- 1.66 RelativeStrengthVersus
- 1.67 SendToFiringState
- 1.68 ServerStartFire
- 1.69 ServerStopFire
- 1.70 SetCurrentFireMode
- 1.71 SetFlashLocation
- 1.72 SetPendingFire
- 1.73 ShouldRefire
- 1.74 StartFire
- 1.75 StillFiring
- 1.76 StopFire
- 1.77 StopFireEffects
- 1.78 StopWeaponAnimation
- 1.79 SuggestAttackStyle
- 1.80 SuggestDefenseStyle
- 1.81 TimeWeaponEquipping
- 1.82 TimeWeaponFiring
- 1.83 TimeWeaponPutDown
- 1.84 TryPutDown
- 1.85 WeaponCalcCamera
- 1.86 WeaponEmpty
- 1.87 WeaponIsDown
- 1.88 WeaponPlaySound
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All inventory use the Activate() function when an item is selected for use. For weapons, this function starts the Equipping process. If the weapon is the inactive state, it will go to the 'WeaponEquipping' followed by 'Active' state, and ready to be fired.
Add ammo to weapon
- Amount - to add.
- Amount actually added. (In case magazine is already full and some ammo is left Subclass me to define ammo addition rules.
Adds any fire spread offset to the passed in rotator
- Aim - the base aim direction
- the adjusted aim direction
This function can be used by a weapon to override a playercontroller's FOVAngle. It should be overriden in a subclass.
AttachWeaponTo is called when it's time to attach the weapon's mesh to a location. it should be subclassed.
BeginFire is the point at which the server and client sync up their code path. It's job is to set the weapon in to the firing state. Network: LocalPlayer and Server
CalcWeaponFire: Simulate an instant hit shot. This doesn't deal any damage nor trigger any effect. It just simulates a shot and returns the hit information, to be post-processed later.
ImpactList returns a list of ImpactInfo containing all listed impacts during the simulation. CalcWeaponFire however returns one impact (return variable) being the first geometry impact straight, with no direction change. If you were to do refraction, reflection, bullet penetration or something like that, this would return exactly when the crosshair sees: The first 'real geometry' impact, skipping invisible triggers and volumes.
- StartTrace - world location to start trace from
- EndTrace - world location to end trace at
- Extent - extent of trace performed
- first 'real geometry' impact that occured.
Output: ImpactList list of all impacts that occured during simulation
Note: if an impact didn't occur, and impact is still returned, with its HitLocation being the EndTrace value.
Returns true if this item can be thrown out.
Ensure that all pending fire flags are 0
Clear flashCount variable on Pawn. and call WeaponStoppedFiring event. Call this on the server and local player.
Network: Server or Local Player
Reset flash location variable. and call stop firing. Network: Server only
(Description copied from Inventory.ClientGivenTo)
This Inventory Item has just been given to this Pawn (owning client only)
- thisPawn - new Inventory owner
- bDoNotActivate - If true, this item will not try to activate
is called by the server to tell the client about potential weapon changes after the player runs over a weapon (the client decides whether to actually switch weapons or not. Network: LocalPlayer
- bOptionalSet - Set to true if the switch is optional. (simple weapon pickup and weight against current weapon).
- bDoNotActivate - Override, do not activate this weapon. It's just been received in the inventory.
This function is called when the client needs to discard the weapon
Consumes ammunition when firing a shot. Subclass me to define weapon ammunition consumption.
If the weapon isn't an instant hit, or a simple projectile, it should use the tyoe EWFT_Custom. In those cases this function will be called. It should be subclassed by the custom weapon.
Returns true if this weapon wants to deny a ClientWeaponSwitch call
When you pickup an weapon, the inventory system has a chance to restrict the pickup.
Detach weapon components from instigator. Perform any clean up. Should be subclassed.
list important Weapon variables on canvas. HUD will call DisplayDebug() on the current ViewTarget when the ShowDebug exec is used
- HUD - HUD with canvas to draw on
- out_YL - Height of the current font
- out_YPos - Y position on Canvas. out_YPos += out_YL, gives position to draw text for next debug line.
hook to override Next weapon call. For example the physics gun uses it to have mouse wheel change the distance of the held object. Warning: only use in firing state, otherwise it breaks weapon switching
hook to override Previous weapon call.
Drop this weapon out in to the world
- StartLocation - The World Location to drop this item from
- StartVelocity - The initial velocity for the item when dropped
Like BeginFire, this function puts a client and the server in sync and shuts down the firing sequence on both. Network: LocalPlayer and Server
FireAmmunition: Perform all logic associated with firing a shot - Fires ammunition (instant hit or spawn projectile) - Consumes ammunition - Plays any associated effects (fire sound and whatnot)
Network: LocalPlayer and Server
Event called when Pawn.FiringMode has been changed. bViaReplication indicates if this was the result of a replication call.
Clear all pending fires. This is non replicated flag.
GetAdjustedAim begins a chain of function class that allows the weapon, the pawn and the controller to make on the fly adjustments to where this weapon is pointing.
Returns the DamageRadius of projectiles being shot
Returns interval in seconds between each shot, for the firing state of FireModeNum firing mode.
- FireModeNum - fire mode
- Period in seconds of firing mode
Pending Fire / Inv Manager
Returns the type of projectile to spawn. We use a function so subclasses can override it if needed (case in point, homing rockets).
- the actor that 'owns' this weapon's traces (i.e. can't be hit by them)
Returns the base view aim of the weapon owner
Returns the AnimNodeSequence the weapon is using to play animations.
Retrieves important weapon debug information as an array of strings. That can then be dumped or displayed on HUD.
Returns a weight reflecting the desire to use the given weapon, used for AI and player best weapon selection.
- weapon rating (range -1.f to 1.f)
This function checks to see if the weapon has any ammo available for a given fire mode.
- FireModeNum - The Fire Mode to Test For
- Amount - Optional] Check to see if this amount is available.
- true if ammo is available for Firemode FireModeNum.
returns true if this weapon has any ammo left, regardless of the actual firing mode.
Pawn holding this weapon as active weapon just died.
Increment Pawn's FlashCount variable. This is used to play weapon fire effects on remote clients. Call this on the server and local player.
Network: Server and Local Player
Performs an 'Instant Hit' shot. Also, sets up replication for remote clients, and processes all the impacts to deal proper damage and play effects.
Network: Local Player and Server
Informs if this weapon is active for the player
- true if this an active weapon for the player
A notification call when this weapon is removed from the Inventory of a pawn
Returns the Maximum Range for this weapon
AI function to handle a firing sequence (ie burst/melee strike/etc) being finished
AI function to handle a single shot being fired
PlayFireEffects Main function to play Weapon fire effects. This is called from Pawn::WeaponFired in the base implementation.
PlayFiringSound - Called after a shot is fired.
Play an animation on the weapon mesh Network: Local Player and clients
- Anim - Sequence to play on weapon skeletal mesh
- desired - duration, in seconds, animation should be played
Processes a successful 'Instant Hit' trace and eventually spawns any effects. Network: LocalPlayer and Server
- FiringMode - index of firing mode being used
- Impact - hit information
- NumHits - opt): number of hits to apply using this impact this is useful for handling multiple nearby impacts of multihit weapons (e.g. shotguns) without having to execute the entire damage code path for each one an omitted or <= 0 value indicates a single hit
Fires a projectile. Spawns the projectile, but also increment the flash count for remote client effects. Network: Local Player and Server
This function is called to put a weapon down
Send weapon to proper firing state Also sets the CurrentFireMode. Network: LocalPlayer and Server
- FireModeNum - Fire Mode.
When StartFire() is called on a client, it replicates the start by calling ServerStartFire. This begins the event on server. Server side actors (such as bots) should not call ServerStartFire directly and should instead call StartFire().
Network: Dedicated Server only, or Listen Server for remote clients.
When StopFire is called on a client, ServerStopFire is used to initiate the sequence on the server. Network: Dedicated Server only, or Listen Server for remote clients.
Set current firing mode. Network: Local Player and Server.
This function sets up the Location of a hit to be replicated to all remote clients.
Network: Server only
Check if current fire mode can/should keep on firing. This is called from a firing state after each shot is fired to decide if the weapon should fire again, or stop and go to the active state. The default behavior, implemented here, is keep on firing while player presses fire and there is enough ammo. (Auto Fire).
- true to fire again, false to stop firing and return to Active State.
Called on the LocalPlayer, Fire sends the shoot request to the server (ServerStartFire) and them simulates the firing effects locally. Call path: PlayerController::StartFire -> Pawn::StartFire -> InventoryManager::StartFire Network: LocalPlayer
This function returns true if the weapon is still firing in a given mode
This initiates the shutdown of a weapon that is firing. Network: Local Player
StopFireEffects Main function to stop any active effects This is called from Pawn::WeaponStoppedFiring
Stops an animation on the weapon mesh Network: Local Player and clients
Sets the timing for equipping a weapon. The WeaponEquipped event is trigged when expired
Sets the timing for the firing state on server and local client. By default, a constant looping Rate Of Fire (ROF) is set up. When the delay has expired, the RefireCheckTimer event is triggered.
Network: LocalPlayer and Server
- FireModeNum - Fire Mode.
Sets the timing for putting a weapon down. The WeaponIsDown event is trigged when expired
Put Down current weapon Once the weapon is put down, the InventoryManager will switch to InvManager.PendingWeapon.
- returns true if the weapon can be put down.
WeaponCalcCamera allows a weapon to adjust the pawn's controller's camera. Should be subclassed
Called when the weapon runs out of ammo during firing
This function handles playing sounds for weapons. How it plays the sound depends on the following:
If we are a listen server, then this sound is played and replicated as normal If we are a remote client, but locally controlled (ie: we are on the client) we play the sound and don't replicate it If we are a dedicated server, play the sound and replicate it to everyone BUT the owner (he will play it locally).
- SoundCue - The Source Cue to play