UE2:Weapon (UT2004)

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UT2004 Object >> Actor >> Inventory >> Weapon
Package:
Engine
Direct subclasses:
AssaultRifle, BallLauncher, BioRifle, ClassicSniperRifle, ONSMineLayer, FlakCannon, Redeemer, LinkGun, Minigun, ONSAVRiL, ONSGrenadeLauncher, Painter, Weapon_Turret_Minigun, RocketLauncher, ShieldGun, ShockRifle, SniperRifle, TransLauncher, Weapon_Sentinel, Weapon_SpaceFighter, Weapon_Turret, Weapon_Turret_IonCannon
Known custom subclass:
ReloadableWeaponBase
This class in other games:

null

Constants

NUM_FIRE_MODES

Value: 2


Properties

See Weapon properties.

Enums

EWeaponClientState

WS_None
WS_Hidden
WS_BringUp
WS_PutDown
WS_ReadyToFire

Functions

Native functions

InitWeaponFires

native final function InitWeaponFires ()


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


PostNetReceive

simulated event PostNetReceive ()

Overrides: Actor.PostNetReceive


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)