UE2:U2Weapon (U2XMP)
- Package:
- U2
- Direct subclasses:
- WeaponInvEnergyRifle, U2XMPItem, WeaponInvAssaultRifle, WeaponInvDispersion, WeaponInvFlameThrower, WeaponInvGrenadeLauncher, WeaponInvLaserRifle, WeaponInvLeechGun, WeaponInvPistol, WeaponInvRocketLauncher, WeaponInvShotgun, WeaponInvSingularityCannon, WeaponInvSniperRifle, WeaponInvTakkra, WeaponTurretMounted
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U2Weapon.uc Created By: Mike Lambert Created On: 6/14/01 $Author: Mfox $ $Date: 1/29/03 1:50p $ $Revision: 157 $
Constants
MaxRapidFireRate
Value: 0.50
firing rates <= this are considered rapid fire
MinSlowFireRate
Value: 0.51
RatingFireNow
Value: 100.000
weapon wants Pawn to fire it immediately (i.e. even if no target)
RatingHighest
Value: 90.000
weapon thinks it would be highly effective if used now
RatingDefault
Value: 0.000
default
RatingLow
Value: -5.000
weapon is a poor choice but could be used if nothing better
RatingIneffective
Value: -10.000
weapon will have no effect on target in current situation
RatingDangerous
Value: -20.000
using weapon now will likely hurt/kill owner
RatingNoAmmo
Value: -30.000
not enough ammo to fire/altfire
RatingCantFire
Value: -40.000
can't actually fire weapon currently (not ready etc.)
RatingDisabled
Value: -50.000
weapon is disabled (alt and primary fire)
RatingNone
Value: -99.999
no rating (e.g. no weapon)
RangeUnlimited
Value: 32767.0
Properties
Property group 'Firing'
AltFireLastDownTime
Type: float
Default value: 1.0
AltFireLastReloadTime
Type: float
Default value: 1.0
AltFireTime
Type: float
Default value: 0.5
DownTime
Type: float
Default value: 0.533
FireLastDownTime
Type: float
Default value: 1.0
FireLastReloadTime
Type: float
Default value: 1.0
FireTime
Type: float
Default value: 0.5
ReloadTime
Type: float
Default value: 0.5
ReloadUnloadedTime
Type: float
SelectTime
Type: float
Default value: 0.6
Property group 'U2Weapon'
See U2Weapon property group U2Weapon.
Property group 'WeaponShake'
AltShakeMag
Type: float
Default value: 5.0
AltShakeTime
Type: float
Default value: 0.2
Internal variables
AltProjectileSpeed
Type: float
used for aiming particle-based "projectile" weapons
bAdjustWeaponPitchYaw
Type: bool
bAdjustWeaponRoll
Type: bool
bAdjustWeaponXY
Type: bool
bAdjustWeaponZ
Type: bool
bAltFiring
Type: bool
bCrosshairGlows
Type: bool
crosshair should glow when it is over a targetable actor
bDisableFiring
Type: bool
bDisableTick
Type: bool
performance testing: disable weapon tick overhead temporarily
bFiring
Type: bool
firing state (used to differentiate Fire()/AltFire() handling)
bGlowing
Type: bool
whether the crosshair is currently glowing
bLastRound
Type: bool
bLockLocation
Type: bool
Crosshair
Type: Object.ComponentHandle
fAdjustWeaponRate
Type: float
Default value: 0.4
FireSkinTime
Type: float
Time we set the fireskin, so we can turn it off in the next tick (using a timer caused it to be turned off before we even saw it ;)
Default value: 1.0E9
FirstPersonMesh
Type: Mesh
GlowingAttitude
Type: Controller.EAttitude
attitude towards targetable actor (enemy/neutral/friend)
LastFullUpdateTime
Type: float
LastTriggeredAnim
Type: name
LastWaterRingTime
Type: float
LocationOffset
Type: Object.Vector
MagicKey
Type: int
ProjectileFireStartLocation
Type: Object.Vector
ProjectileSpeed
Type: float
RotationOffset
Type: Object.Rotator
TraceFireStartLocation
Type: Object.Vector
U2PCOwner
Type: U2PlayerController
set in XXXBeginPlay to avoid need to cast owner all over the place
UpdateRangeAmmoType
Type: Ammunition
for weapons using tossed projectiles (in case ammo type can vary)
UpdateRangeGravityZ
Type: float
for weapons using tossed projectiles, last Z gravity used to update ranges
UseGlowingCrosshairs
Type: bool
Modifiers: config
Allow user to disable for performance.
Default value: True
Default values
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
ActorFOV | 60.0 | ||||||||
AIRating | -99.999 | ||||||||
AlignMeshTraceOffset1 |
| ||||||||
AlignMeshTraceOffset2 |
| ||||||||
AlignMeshTraceOffset3 |
| ||||||||
bAutoEnableAgent | True | ||||||||
bBounce | True | ||||||||
bNoSmooth | False | ||||||||
CollisionHeight | 0.0 | ||||||||
CollisionRadius | 0.0 | ||||||||
ShakeMag | 5.0 | ||||||||
ShakeTime | 0.2 | ||||||||
SoundRadius | 800.0 | ||||||||
TransientSoundRadius | 800.0 |
Structs
DecoEffect
Modifiers: native
- name AnimSequence
- name of the associated animation that this effect should be triggered on
- class<Actor> DecoClass
- name of the class to spawn
- ParticleGenerator Particles
- name of the package.object to load the particle system from (optional)
- string MountNode
- name of the bone to attach to (can be left blank for attaching relative to the weapon's origin)
- Object.Vector MountOffset
- translation offset from mount location
- Object.Rotator MountRot
- rotation offset from mount orientation
- Object.Vector ThirdPersonOffset
- translation offset from weapon hand location in 3rd person (since those use staticmeshes, not golem meshes)
- bool GameplayRelevant
- effect has an effect on gameplay, such as damaging particles (will be placed at head offset)
- bool bTriggerUpdateOnly
- only update location when triggered (for effects that need to be left behind)
- bool bWorldFOV
- draw in world fov (as opposed to weapon fov)
- bool bRequiresWorldZBuffer
- if false and in a 1st-person weapon, draws after the z-buffer has been cleared and the weapon has been drawn. otherwise, draws into the world zbuffer
- bool AutoAim
- aim particle as though it was a projectile spawned via ProjectileFire.
- int AIAim
- if set, auto-aim effect for NPCs (value should be set to the speed of the projectile we're aiming -- for leading).
- float PushBack
- push the effect back up to this number of units if we're too close to anything (not evaluated for TriggerUpdateOnly effects).
- Actor Effect
- instance of above described effect
Functions
Static functions
AddAmmo
Exec functions
AdjustWeaponLog
AdjustWeaponPitchYaw
AdjustWeaponRate
AdjustWeaponRoll
AdjustWeaponXY
AdjustWeaponZ
StopAdjust
Events
AnimEnd
Overrides: Actor.AnimEnd
Destroyed
Overrides: Weapon.Destroyed
PostBeginPlay
Overrides: Weapon.PostBeginPlay
RenderOverlays
Overrides: Inventory.RenderOverlays
Other instance functions
See U2Weapon instance functions.
States
Active
Inherits from: Weapon.Active
Modifiers: simulated
Active.AnimEnd
Overrides: AnimEnd (global)
Active.BeginState
Overrides: Weapon.Active.BeginState
Active.EndState
Overrides: Weapon.Active.EndState
Active.PutDown
Overrides: Weapon.Active.PutDown
AltFiring
Modifiers: simulated
AltFiring.BeginState
Overrides: Object.BeginState (global)
AltFiring.EndState
Overrides: Object.EndState (global)
AltFiring.Reload
Overrides: Reload (global)
DownWeapon
Inherits from: Weapon.DownWeapon
Modifiers: simulated
DownWeapon.AnimEnd
Overrides: AnimEnd (global)
DownWeapon.BeginState
Overrides: Weapon.DownWeapon.BeginState
DownWeapon.EndState
Overrides: Object.EndState (global)
DownWeapon.CanFire
Overrides: Weapon.CanFire (global)
DownWeapon.PutDown
Overrides: Weapon.DownWeapon.PutDown
Firing
Modifiers: simulated
Firing.BeginState
Overrides: Object.BeginState (global)
Firing.EndState
Overrides: Object.EndState (global)
Firing.Reload
Overrides: Reload (global)
Idle
Modifiers: simulated
Idle.AnimEnd
Overrides: AnimEnd (global)
Idle.PutDown
Overrides: Weapon.PutDown (global)
Reloading
Modifiers: simulated
Ignores: AltFire, Fire, Reload
Reloading.BeginState
Overrides: Object.BeginState (global)
Reloading.EndState
Overrides: Object.EndState (global)
Reloading.CanFire
Overrides: Weapon.CanFire (global)