UE2:Weapon (UT2003)
- 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:
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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
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 |
| ||||||||
ScaleGlow | 1.5 | ||||||||
SoundVolume | 255 |
Enums
EWeaponClientState
- WS_None
- WS_Hidden
- WS_BringUp
- WS_PutDown
- WS_ReadyToFire
Functions
Exec functions
GetWeaponStats
Events
AnimEnd
Overrides: Actor.AnimEnd
ClientStartFire
ClientStopFire
Destroyed
Overrides: Inventory.Destroyed
PostBeginPlay
Overrides: Actor.PostBeginPlay
RenderOverlays
Overrides: Inventory.RenderOverlays
ServerStartFire
StopFire
Timer
Overrides: Actor.Timer
WeaponTick
Other instance functions
See Weapon instance functions.
States
Hidden
PendingClientWeaponSet
PendingClientWeaponSet.BeginState
Overrides: Object.BeginState (global)
PendingClientWeaponSet.EndState
Overrides: Object.EndState (global)
PendingClientWeaponSet.Timer
Overrides: Timer (global)