UE2:Weapon instance functions (U2)

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U2 Object >> Actor >> Inventory >> Weapon (instance functions)
Weapon instance functions in other games:
Other member categories for this class:

Instance functions

AddAmmo

simulated function bool AddAmmo (int NewAmmo)


AdjustAim

function bool AdjustAim (bool bAltFire, bool bInstant, float FireSpread, class<ProjectileProjClass, bool bWarnTarget, bool bTrySplash)


AdjustProjectileAim

function bool AdjustProjectileAim (bool bAltFire, class<ProjectileProjectileClass, Object.Vector projStart, float FireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash)


AdjustTraceAim

function bool AdjustTraceAim (float projSpeed, Object.Vector projStart, float FireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash)


AllAmmo

function AllAmmo ()


AltFire

simulated function AltFire ()


Ammo_AddAmmo

function bool Ammo_AddAmmo (int AmmoToAdd)


Ammo_CanReload

simulated function bool Ammo_CanReload ()


Ammo_GetDamageRadius

function float Ammo_GetDamageRadius ()


Ammo_HasAmmo

simulated function bool Ammo_HasAmmo ()


Ammo_NotifyAmmoChanged

function Ammo_NotifyAmmoChanged ()


Ammo_ProcessTraceHit

function Ammo_ProcessTraceHit (Actor Other, Object.Vector HitLocation, Object.Vector HitNormal)


Ammo_Reload

simulated function Ammo_Reload ()


Ammo_ReloadRequired

simulated function bool Ammo_ReloadRequired (optional int AmountNeeded)


Ammo_Resupply

function Ammo_Resupply (float AddedPercent)


Ammo_SetAmmoAmount

simulated function Ammo_SetAmmoAmount (int NewAmmoAmount)


Ammo_SetClipRoundsRemaining

simulated function Ammo_SetClipRoundsRemaining (int NewClipRoundsRemaining)


Ammo_SetMaxAmmo

function Ammo_SetMaxAmmo (int NewMaxAmmo)


Ammo_ShakeView

simulated function Ammo_ShakeView ()


Ammo_SpawnProjectile

function Projectile Ammo_SpawnProjectile (Object.Vector Start, Object.Rotator Dir)


Ammo_UseAmmo

simulated function bool Ammo_UseAmmo (optional int AmountNeeded)


AmmoStatus

simulated function float AmmoStatus ()


AuthorityFire

function AuthorityFire ()


BringUp

simulated function BringUp (optional Weapon PrevWeapon)


ClientWeaponSet

simulated function ClientWeaponSet (bool bOptionalSet)


EverywhereFire

simulated function EverywhereFire ()


ExecuteFire

simulated function ExecuteFire (optional bool bAltFire)


Fire

simulated function Fire ()


FocusOnLeader

function bool FocusOnLeader (bool bLeaderFiring)


GetAIRating

function float GetAIRating ()


GetAmmoAmount

simulated function int GetAmmoAmount ()


GetClipAmount

simulated function int GetClipAmount ()


GetClipSize

simulated function int GetClipSize ()


GetFireStart

simulated function Object.Vector GetFireStart (Object.Vector X, Object.Vector Y, Object.Vector Z)


GetMaxAmmo

simulated function int GetMaxAmmo ()


GetProjSpeed

function float GetProjSpeed (bool bAlt)


GetRating

function float GetRating ()


GetSpecialSwitchPriority

simulated function float GetSpecialSwitchPriority (Weapon OldWeapon)


GetTargetName

interface function string GetTargetName ()


GiveAmmo

function GiveAmmo (Pawn Other)


GiveTo

function GiveTo (Pawn Other)

Overrides: Inventory.GiveTo


GreaterThan

simulated function bool GreaterThan (Weapon Other)


HandleTargetDetails

simulated function HandleTargetDetails (Actor A, Canvas Canvas, Object.Vector ViewLoc, Object.Rotator ViewRot)


HandleTraceImpact

function HandleTraceImpact (Actor Other, Object.Vector HitLocation, Object.Vector HitNormal)


HasAmmo

simulated function bool HasAmmo ()


HideCrosshair

simulated function HideCrosshair ()


IncrementFlashCount

simulated function IncrementFlashCount ()


IsFiring

function bool IsFiring ()


IsTargetable

simulated function bool IsTargetable (Actor A)


LessThan

simulated function bool LessThan (Weapon Other)


NextWeapon

simulated function Weapon NextWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)

Overrides: Inventory.NextWeapon


PawnAgentEvent

simulated function PawnAgentEvent (name InEventName)


PlayAnimEx

simulated function PlayAnimEx (name Sequence)


PlayFiring

simulated function PlayFiring ()


PlayIdleAnim

simulated function PlayIdleAnim ()


PlayReloading

simulated function PlayReloading ()


PlaySelect

simulated function PlaySelect ()


PlayWeaponSound

function PlayWeaponSound (Sound Sound, optional float Pitch)


PostSetAimingParameters

function PostSetAimingParameters (bool bAltFire, bool bInstant, float FireSpread, class<ProjectileProjClass, bool bWarnTarget, bool bTrySplash)


PreSetAimingParameters

function bool PreSetAimingParameters (bool bAltFire, bool bInstant, float FireSpread, class<ProjectileProjClass, bool bWarnTarget, bool bTrySplash)


PrevWeapon

simulated function Weapon PrevWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)

Overrides: Inventory.PrevWeapon


ProjectileFire

function Projectile ProjectileFire ()


PutDown

simulated function bool PutDown ()


RangedAttackTime

function float RangedAttackTime ()


RateSelf

simulated function float RateSelf ()


RecommendRangedAttack

function bool RecommendRangedAttack ()


RecommendWeapon

simulated function Weapon RecommendWeapon (out float rating)

Overrides: Inventory.RecommendWeapon


Reload

simulated function Reload ()


ReloadRequired

simulated function bool ReloadRequired ()


Resupply

function Resupply (float AddedPercent)

Overrides: Inventory.Resupply


ResupplyStatus

simulated function float ResupplyStatus ()


SendEvent

simulated function SendEvent (string EventName)


ServerFire

function ServerFire (optional bool bAltFire)


ServerRapidFire

function ServerRapidFire (optional bool bAltFire)


ServerStopFiring

function ServerStopFiring ()


SetAmmoType

simulated function SetAmmoType (int i)


SetFireSkin

simulated function SetFireSkin ()


SetFireStartLocations

function SetFireStartLocations ()


SpecialSwitchAway

simulated function bool SpecialSwitchAway ()


SplashJump

simulated function bool SplashJump ()


StopFiring

simulated function StopFiring ()


SuggestAttackStyle

function float SuggestAttackStyle ()


SuggestDefenseStyle

function float SuggestDefenseStyle ()


SwitchAway

simulated function SwitchAway ()


SwitchPriority

simulated function float SwitchPriority ()


TraceFire

function TraceFire (float TraceSpread)


TweenDown

simulated function TweenDown ()


UnsetFireSkin

simulated function UnsetFireSkin ()


UpdateCrosshair

simulated function UpdateCrosshair (Canvas Canvas)


WeaponChange

simulated function Weapon WeaponChange (byte F, Weapon CurrentChoice)

Overrides: Inventory.WeaponChange