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Botpack.Enforcer

Extends
TournamentWeapon

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- Botpack.TournamentWeapon
            |   
            +-- Botpack.Enforcer

Direct Known Subclasses:

DoubleEnforcer

Variables Summary
floatAltAccuracy
boolbBringingUp
boolbFirstFire
boolbIsSlave
boolbSetup
intDoubleSwitchPriority
EnforcerSlaveEnforcer
Enforcer
stringDoubleName
inthitdamage
textureMuzzleFlashVariations[5]
Inherited Variables from Botpack.TournamentWeapon
Affector, AltFireTime, bCanClientFire, bForceAltFire, bForceFire, FireAdjust, FireStartTime, FireTime, InstFlash, InstFog, WeaponDescription
Inherited Variables from Engine.Weapon
AdjustedAim, AimError, AIRating, AltDamageType, AltFireSound, AltProjectileClass, AltProjectileSpeed, AltRefireRate, AmmoName, AmmoType, bAltInstantHit, bAltWarnTarget, bCanThrow, bChangeWeapon, bDrawMuzzleFlash, bHideWeapon, bInstantHit, bLockedOn, bMeleeWeapon, bMuzzleFlash, bOwnsCrosshair, bPointing, bRapidFire, bRecommendAltSplashDamage, bRecommendSplashDamage, bSetFlashTime, bSpecialIcon, bSplashDamage, bWarnTarget, bWeaponStay, bWeaponUp, CockingSound, DeathMessage, FireOffset, FireSound, FiringSpeed, FlareOffset, FlashC, FlashLength, FlashO, FlashS, FlashTime, FlashY, MaxTargetRange, MessageNoAmmo, MFTexture, Misc1Sound, Misc2Sound, Misc3Sound, MuzzleFlare, MuzzleScale, MyDamageType, NameColor, PickupAmmoCount, ProjectileClass, ProjectileSpeed, RefireRate, ReloadCount, SelectSound, ShakeMag, ShakeTime, ShakeVert

Functions Summary
function AltFire (float Value ))
function AnimEnd ()))
function AnimEnd ()))
ClientActive
function AnimEnd ()))
ClientAltFiring
function AnimEnd ()))
ClientDown
function AnimEnd ()))
ClientFiring
function AnimEnd ()))
Idle
function BeginState ()))
Active
function BeginState ()))
ClientActive
function BeginState ()))
ClientAltFiring
function BeginState ()))
ClientFiring
function BeginState ()))
DownWeapon
eventfloat BotDesireability (Pawn Bot))
function BringUp ()))
functionbool ClientAltFire (float Value))
ClientFiring
functionbool ClientFire (float Value))
ClientAltFiring
function Destroyed ()))
function DropFrom (vector StartLocation))
function EndState ()))
Active
function EndState ()))
AltFiring
function EndState ()))
ClientAltFiring
function EndState ()))
ClientDown
function EndState ()))
ClientFiring
function EndState ()))
NormalFire
function Fire (float Value))
functionbool HandlePickupQuery (inventory Item ))
function PlayAltFiring ()))
function PlayFiring ()))
function PlayIdleAnim ()))
function PlayRepeatFiring ()))
function ProcessTraceHit (Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z))
functionbool PutDown ()))
Active
functionbool PutDown ()))
Idle
event RenderOverlays (canvas Canvas))
function SetDefaultDisplayProperties ()))
function SetDisplayProperties (ERenderStyle NewStyle, texture NewTexture, bool bLighting, bool bEnviroMap ))
function setHand (float Hand))
function SetSwitchPriority (pawn Other))
function SetTwoHands ()))
function SetUpSlave (bool bBringUp))
functionfloat SwitchPriority ()))
function Timer ()))
AltFiring
function Timer ()))
ClientAltFiring
function Timer ()))
ClientFiring
function Timer ()))
NormalFire
function TraceFire (float Accuracy ))
functionbool WeaponSet (Pawn Other))
Inherited Functions from Botpack.TournamentWeapon
AltFire, AnimEnd, BecomeItem, BeginState, ClientAltFire, ClientFire, ClientPutDown, DropFrom, EndState, Finish, Fire, ForceAltFire, ForceClientAltFire, ForceClientFire, ForceFire, HandlePickupQuery, Landed, PlayIdleAnim, PlayPostSelect, PlaySelect, SetWeaponStay, Tick, TweenDown, TweenToStill
Inherited Functions from Engine.Weapon
AltFire, AnimEnd, BecomePickup, BeginState, BotDesireability, BringUp, CheckVisibility, ClientAltFire, ClientFire, ClientPutDown, ClientWeaponEvent, Destroyed, DropFrom, Finish, Fire, ForceAltFire, ForceFire, GiveAmmo, HandlePickupQuery, PlayAltFiring, PlayFiring, PlayIdleAnim, PlayPostSelect, PlaySelect, PostBeginPlay, PostRender, PreRender, ProcessTraceHit, ProjectileFire, PutDown, RaiseUp, RateSelf, RecommendWeapon, RenderOverlays, setHand, SetSwitchPriority, SetWeaponStay, SpawnCopy, SplashJump, SuggestAttackStyle, SuggestDefenseStyle, SwitchPriority, TraceFire, TravelPostAccept, TweenDown, TweenSelect, TweenToStill, WeaponChange, WeaponSet

States Summary
Active Source code
state Active
BeginState, EndState, PutDown
AltFiring Source code
state AltFiring
EndState, Timer
ClientActive Source code
state ClientActive
AnimEnd, BeginState
ClientAltFiring Source code
state ClientAltFiring
AnimEnd, BeginState, ClientFire, EndState, Timer
ClientDown Source code
state ClientDown
AnimEnd, EndState
ClientFiring Source code
state ClientFiring
AnimEnd, BeginState, ClientAltFire, EndState, Timer
DownWeapon Source code
state DownWeapon
BeginState
Idle Source code
state Idle
AnimEnd, PutDown
NormalFire Source code
state NormalFire
EndState, Timer


Variables Detail

AltAccuracy Source code

var float AltAccuracy;

bBringingUp Source code

var bool bBringingUp;

bFirstFire Source code

var bool bFirstFire;

bIsSlave Source code

var bool bIsSlave;

bSetup Source code

var bool bSetup;

DoubleSwitchPriority Source code

var int DoubleSwitchPriority;

SlaveEnforcer Source code

var Enforcer SlaveEnforcer;

Enforcer

DoubleName Source code

var(Enforcer) localized string DoubleName;

hitdamage Source code

var(Enforcer) int hitdamage;

MuzzleFlashVariations[5] Source code

var(Enforcer) texture MuzzleFlashVariations[5];


Functions Detail

AltFire Source code

function AltFire ( float Value ) )

AnimEnd Source code

simulated function AnimEnd ( ) )

AnimEnd ClientActive Source code

simulated function AnimEnd ( ) )

AnimEnd ClientAltFiring Source code

simulated function AnimEnd ( ) )

AnimEnd ClientDown Source code

simulated function AnimEnd ( ) )

AnimEnd ClientFiring Source code

simulated function AnimEnd ( ) )

AnimEnd Idle Source code

function AnimEnd ( ) )

BeginState Active Source code

function BeginState ( ) )

BeginState ClientActive Source code

simulated function BeginState ( ) )

BeginState ClientAltFiring Source code

simulated function BeginState ( ) )

BeginState ClientFiring Source code

simulated function BeginState ( ) )

BeginState DownWeapon Source code

function BeginState ( ) )

BotDesireability Source code

event float BotDesireability ( Pawn Bot) )

BringUp Source code

function BringUp ( ) )

ClientAltFire ClientFiring Source code

simulated function bool ClientAltFire ( float Value) )

ClientFire ClientAltFiring Source code

simulated function bool ClientFire ( float Value) )

Destroyed Source code

function Destroyed ( ) )

DropFrom Source code

function DropFrom ( vector StartLocation) )

EndState Active Source code

function EndState ( ) )

EndState AltFiring Source code

function EndState ( ) )

EndState ClientAltFiring Source code

simulated function EndState ( ) )

EndState ClientDown Source code

simulated function EndState ( ) )

EndState ClientFiring Source code

simulated function EndState ( ) )

EndState NormalFire Source code

function EndState ( ) )

Fire Source code

function Fire ( float Value) )

HandlePickupQuery Source code

function bool HandlePickupQuery ( inventory Item ) )

PlayAltFiring Source code

simulated function PlayAltFiring ( ) )

PlayFiring Source code

simulated function PlayFiring ( ) )

PlayIdleAnim Source code

simulated function PlayIdleAnim ( ) )

PlayRepeatFiring Source code

simulated function PlayRepeatFiring ( ) )

ProcessTraceHit Source code

function ProcessTraceHit ( Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z) )

PutDown Active Source code

function bool PutDown ( ) )

PutDown Idle Source code

function bool PutDown ( ) )

RenderOverlays Source code

simulated event RenderOverlays ( canvas Canvas) )

SetDefaultDisplayProperties Source code

function SetDefaultDisplayProperties ( ) )

SetDisplayProperties Source code

function SetDisplayProperties ( ERenderStyle NewStyle, texture NewTexture, bool bLighting, bool bEnviroMap ) )

setHand Source code

function setHand ( float Hand) )

SetSwitchPriority Source code

function SetSwitchPriority ( pawn Other) )

SetTwoHands Source code

function SetTwoHands ( ) )

SetUpSlave Source code

function SetUpSlave ( bool bBringUp) )

SwitchPriority Source code

function float SwitchPriority ( ) )

Timer AltFiring Source code

function Timer ( ) )

Timer ClientAltFiring Source code

simulated function Timer ( ) )

Timer ClientFiring Source code

simulated function Timer ( ) )

Timer NormalFire Source code

function Timer ( ) )

TraceFire Source code

function TraceFire ( float Accuracy ) )

WeaponSet Source code

function bool WeaponSet ( Pawn Other) )


Defaultproperties

defaultproperties
{
     hitdamage=17
     DoubleName="Double Enforcer"
     MuzzleFlashVariations(0)=Texture'Botpack.Skins.Muz1'
     MuzzleFlashVariations(1)=Texture'Botpack.Skins.Muz2'
     MuzzleFlashVariations(2)=Texture'Botpack.Skins.Muz3'
     MuzzleFlashVariations(3)=Texture'Botpack.Skins.Muz4'
     MuzzleFlashVariations(4)=Texture'Botpack.Skins.Muz5'
     DoubleSwitchPriority=2
     WeaponDescription="Classification: Light Pistol\n\nPrimary Fire: Accurate but slow firing instant hit.\n\nSecondary Fire: Sideways, or 'Gangsta' firing mode, shoots twice as fast and half as accurate as the primary fire.\n\nTechniques: Collect two for twice the damage."
     InstFlash=-0.200000
     InstFog=(X=325.000000,Y=225.000000,Z=95.000000)
     AmmoName=Class'Botpack.Miniammo'
     PickupAmmoCount=30
     bInstantHit=True
     bAltInstantHit=True
     FiringSpeed=1.500000
     FireOffset=(Y=-10.000000,Z=-4.000000)
     MyDamageType=shot
     shakemag=200.000000
     shakevert=4.000000
     AIRating=0.250000
     RefireRate=0.800000
     AltRefireRate=0.870000
     FireSound=Sound'Botpack.enforcer.E_Shot'
     AltFireSound=Sound'UnrealShare.AutoMag.shot'
     CockingSound=Sound'Botpack.enforcer.Cocking'
     SelectSound=Sound'Botpack.enforcer.Cocking'
     DeathMessage="%k riddled %o full of holes with the %w."
     NameColor=(R=200,G=200)
     bDrawMuzzleFlash=True
     MuzzleScale=1.000000
     FlashY=0.100000
     FlashO=0.020000
     FlashC=0.035000
     FlashLength=0.020000
     FlashS=128
     MFTexture=Texture'Botpack.Skins.Muz1'
     AutoSwitchPriority=2
     InventoryGroup=2
     PickupMessage="You picked up another Enforcer!"
     ItemName="Enforcer"
     PlayerViewOffset=(X=3.300000,Y=-2.000000,Z=-3.000000)
     PlayerViewMesh=LodMesh'Botpack.AutoML'
     PickupViewMesh=LodMesh'Botpack.MagPick'
     ThirdPersonMesh=LodMesh'Botpack.AutoHand'
     StatusIcon=Texture'Botpack.Icons.UseAutoM'
     bMuzzleFlashParticles=True
     MuzzleFlashStyle=STY_Translucent
     MuzzleFlashMesh=LodMesh'Botpack.muzzEF3'
     MuzzleFlashScale=0.080000
     MuzzleFlashTexture=Texture'Botpack.Skins.Muzzy2'
     PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
     Icon=Texture'Botpack.Icons.UseAutoM'
     bHidden=True
     Mesh=LodMesh'Botpack.MagPick'
     bNoSmooth=False
     CollisionRadius=24.000000
     CollisionHeight=12.000000
     Mass=15.000000
}

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Creation time: Fr 7.6.2013 13:14:34.459 - Created with UnCodeX