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Botpack.ImpactHammer

Extends
TournamentWeapon

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

Variables Summary
floatChargeSize
floatCount
ImpactHammer
soundAltFireSound
soundTensionSound
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 AltFire (float F))
FireBlast
function AltFire (float F))
Firing
function AnimEnd ()))
ClientFireBlast
function AnimEnd ()))
ClientFiring
function BeginState ()))
Firing
functionbool ClientAltFire (float Value))
ClientFireBlast
functionbool ClientFire (float Value ))
functionbool ClientFire (float Value))
ClientFireBlast
function ClientWeaponEvent (name EventType))
function EndState ()))
Firing
function Fire (float Value ))
function Fire (float F))
FireBlast
function PlayAltFiring ()))
function PlayFiring ()))
function PlayIdleAnim ()))
function PlayPostSelect ()))
function ProcessAltTraceHit (Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z))
function ProcessTraceHit (Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z))
functionfloat RateSelf (out int bUseAltMode ))
functionfloat SuggestAttackStyle ()))
functionfloat SuggestDefenseStyle ()))
function Tick (float DeltaTime ))
Firing
function TraceAltFire ()))
function TraceFire (float accuracy))
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
ClientFireBlast Source code
state ClientFireBlast
AnimEnd, ClientAltFire, ClientFire
ClientFiring Source code
state ClientFiring
AnimEnd
FireBlast Source code
state FireBlast
AltFire, Fire
Firing Source code
state Firing
AltFire, BeginState, EndState, Tick


Variables Detail

ChargeSize Source code

var float ChargeSize;

Count Source code

var float Count;

ImpactHammer

AltFireSound Source code

var(ImpactHammer) sound AltFireSound;

TensionSound Source code

var(ImpactHammer) sound TensionSound;


Functions Detail

AltFire Source code

function AltFire ( float Value ) )

AltFire FireBlast Source code

function AltFire ( float F) )

AltFire Firing Source code

function AltFire ( float F) )

AnimEnd ClientFireBlast Source code

simulated function AnimEnd ( ) )

AnimEnd ClientFiring Source code

simulated function AnimEnd ( ) )

BeginState Firing Source code

function BeginState ( ) )

ClientAltFire ClientFireBlast Source code

simulated function bool ClientAltFire ( float Value) )

ClientFire Source code

simulated function bool ClientFire ( float Value ) )

ClientFire ClientFireBlast Source code

simulated function bool ClientFire ( float Value) )

ClientWeaponEvent Source code

simulated function ClientWeaponEvent ( name EventType) )

EndState Firing Source code

function EndState ( ) )

Fire Source code

function Fire ( float Value ) )

Fire FireBlast Source code

function Fire ( float F) )

PlayAltFiring Source code

simulated function PlayAltFiring ( ) )

PlayFiring Source code

simulated function PlayFiring ( ) )

PlayIdleAnim Source code

simulated function PlayIdleAnim ( ) )

PlayPostSelect Source code

simulated function PlayPostSelect ( ) )

ProcessAltTraceHit Source code

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

ProcessTraceHit Source code

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

RateSelf Source code

function float RateSelf ( out int bUseAltMode ) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )

SuggestDefenseStyle Source code

function float SuggestDefenseStyle ( ) )

Tick Firing Source code

function Tick ( float DeltaTime ) )

TraceAltFire Source code

function TraceAltFire ( ) )

TraceFire Source code

function TraceFire ( float accuracy) )


Defaultproperties

defaultproperties
{
     AltFireSound=Sound'Botpack.ASMD.ImpactFire'
     TensionSound=Sound'Botpack.ASMD.ImpactLoop'
     WeaponDescription="Classification: Melee Piston\n\nPrimary Fire: When trigger is held down, touch opponents with this piston to inflict massive damage.\n\nSecondary Fire: Damages opponents at close range and has the ability to deflect projectiles.\n\nTechniques: Shoot at the ground while jumping to jump extra high."
     InstFog=(X=475.000000,Y=325.000000,Z=145.000000)
     bMeleeWeapon=True
     bRapidFire=True
     MyDamageType=impact
     RefireRate=1.000000
     AltRefireRate=1.000000
     FireSound=Sound'Botpack.ASMD.ImpactAltFireRelease'
     SelectSound=Sound'Botpack.ASMD.ImpactPickup'
     Misc1Sound=Sound'Botpack.ASMD.ImpactAltFireStart'
     DeathMessage="%o got smeared by %k's piston."
     NameColor=(G=192,B=0)
     PickupMessage="You got the Impact Hammer."
     ItemName="Impact Hammer"
     PlayerViewOffset=(X=3.800000,Y=-1.600000,Z=-1.800000)
     PlayerViewMesh=LodMesh'Botpack.ImpactHammer'
     PickupViewMesh=LodMesh'Botpack.ImpPick'
     ThirdPersonMesh=LodMesh'Botpack.ImpactHandm'
     StatusIcon=Texture'Botpack.Icons.UseHammer'
     PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
     Icon=Texture'Botpack.Icons.UseHammer'
     Mesh=LodMesh'Botpack.ImpPick'
     bNoSmooth=False
     SoundRadius=50
     SoundVolume=200
}

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Creation time: Fr 7.6.2013 13:14:37.174 - Created with UnCodeX