UE2:Weapon (UT2003)

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UT2003 Object >> Actor >> Inventory >> Weapon
Package:
Engine
Direct subclasses:
AssaultRifle, BallLauncher, BioRifle, FlakCannon, LinkGun, Minigun, Painter, Redeemer, RocketLauncher, ShieldGun, ShockRifle, SniperRifle, TransLauncher
Known custom subclass:
ReloadableWeaponBase
This class in other games:

null

Constants

NUM_FIRE_MODES

Value: 2


Properties

Property group 'FirstPerson'

CenteredOffsetY

Type: float


Default value: -10.0

CenteredRoll

Type: int


Default value: 2000

CenteredYaw

Type: int


SmallViewOffset

Type: Object.Vector

Offset from view center with small weapons option.

Property group 'Weapon'

AimAnim

Type: name


Default value: 'Aim'

AimAnimRate

Type: float


Default value: 1.0

AIRating

Type: float


Default value: 0.5

Ammo

Type: Ammunition

Array size: 2 (NUM_FIRE_MODES)


bCanThrow

Type: bool


Default value: True

bForceSwitch

Type: bool

if true, this weapon will prevent any other weapon from delaying the switch to it (bomb launcher)

bMeleeWeapon

Type: bool


bNotInPriorityList

Type: bool

Should be displayed in a GUI weapon list

BotMode

Type: int

the fire Mode currently being used for bots

bSniping

Type: bool


ClientState

Type: EWeaponClientState

this will always be None on the server

DefaultPriority

Type: byte


DisplayFOV

Type: float


Default value: 90.0

EffectOffset

Type: Object.Vector

where muzzle flashes and smoke appear. replace by bone reference eventually

ExchangeFireModes

Type: byte

Modifiers: config


FireMode

Type: WeaponFire

Array size: 2 (NUM_FIRE_MODES)

Modifiers: editinline


FireModeClass

Type: class<WeaponFire>

Array size: 2 (NUM_FIRE_MODES)


IdleAnim

Type: name


Default value: 'Idle'

IdleAnimRate

Type: float


Default value: 1.0

MessageNoAmmo

Type: string

Modifiers: localized


Default value: " has no ammo"

Priority

Type: byte

Modifiers: config


PutDownAnim

Type: name


Default value: 'Down'

PutDownAnimRate

Type: float


Default value: 1.5

RestAnim

Type: name


Default value: 'Rest'

RestAnimRate

Type: float


Default value: 1.0

RunAnim

Type: name


Default value: 'Run'

RunAnimRate

Type: float


Default value: 1.0

SelectAnim

Type: name


Default value: 'Select'

SelectAnimRate

Type: float


Default value: 1.5

SelectForce

Type: string


SelectSound

Type: Sound


Internal variables

bDebugging

Type: bool


bMatchWeapons

Type: bool

for team beacons (lightning gun potential links)

bNotInDemo

Type: bool


bNoVoluntarySwitch

Type: bool


bPendingSwitch

Type: bool

Modifiers: transient


bShowChargingBar

Type: bool


bSpectated

Type: bool


CurrentRating

Type: float

rating result from most recent RateSelf()

Default value: 0.5

CustomCrosshair

Type: int

Modifiers: config


Default value: -1

CustomCrossHairColor

Type: Object.Color

Modifiers: config


Default value:

Member Value
A 255
B 255
G 255
R 255

CustomCrossHairScale

Type: float

Modifiers: config


Default value: 1.0

CustomCrossHairTexture

Type: Texture


CustomCrossHairTextureName

Type: string

Modifiers: config


DemoReplacement

Type: class<Weapon>


Hand

Type: float


HudColor

Type: Object.Color


Default value:

Member Value
A 255
B 0
G 255
R 255

OldWeapon

Type: Weapon


RenderedHand

Type: float


SmallEffectOffset

Type: Object.Vector


Default values

Property Value
AmbientGlow 20
AttachmentClass Class'Engine.WeaponAttachment'
DrawType DT_Mesh
InventoryGroup 1
MaxLights 6
NetPriority 3.0
PlayerViewOffset
Member Value
X 0.0
Y 0.0
Z 0.0
ScaleGlow 1.5
SoundVolume 255

Enums

EWeaponClientState

WS_None
WS_Hidden
WS_BringUp
WS_PutDown
WS_ReadyToFire

Functions

Exec functions

GetWeaponStats

exec function GetWeaponStats ()


Events

AnimEnd

simulated event AnimEnd (int channel)

Overrides: Actor.AnimEnd


ClientStartFire

simulated event ClientStartFire (int Mode)


ClientStopFire

simulated event ClientStopFire (int Mode)


Destroyed

simulated event Destroyed ()

Overrides: Inventory.Destroyed


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


RenderOverlays

simulated event RenderOverlays (Canvas Canvas)

Overrides: Inventory.RenderOverlays


ServerStartFire

event ServerStartFire (byte Mode)


StopFire

simulated event StopFire (int Mode)


Timer

simulated event Timer ()

Overrides: Actor.Timer


WeaponTick

simulated event WeaponTick (float dt)


Other instance functions

See Weapon instance functions.

States

Hidden

PendingClientWeaponSet

PendingClientWeaponSet.BeginState

simulated event BeginState ()

Overrides: Object.BeginState (global)


PendingClientWeaponSet.EndState

simulated event EndState ()

Overrides: Object.EndState (global)


PendingClientWeaponSet.Timer

simulated event Timer ()

Overrides: Timer (global)