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Botpack.TournamentWeapon

Extends
Weapon
Modifiers
abstract

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

Direct Known Subclasses:

ChainSaw, Enforcer, ImpactHammer, Minigun2, PulseGun, Ripper, ShockRifle, SniperRifle, Translocator, UT_BioRifle, UT_Eightball, UT_FlakCannon, WarHeadLauncher

Variables Summary
TournamentPickupAffector
boolbCanClientFire
boolbForceAltFire
boolbForceFire
floatFireAdjust
floatFireStartTime
floatInstFlash
vectorInstFog
stringWeaponDescription
TournamentWeapon
floatAltFireTime
floatFireTime
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
Inherited Variables from Engine.Inventory
AbsorptionPriority, ActivateSound, ArmorAbsorption, AutoSwitchPriority, bActivatable, bActive, bAmbientGlow, bDisplayableInv, bFirstFrame, bHeldItem, bInstantRespawn, bIsAnArmor, bMuzzleFlashParticles, BobDamping, bRotatingPickup, bSleepTouch, bSteadyFlash3rd, bSteadyToggle, bToggleSteadyFlash, bTossedOut, Charge, DeActivateSound, FlashCount, Icon, InventoryGroup, ItemArticle, ItemMessageClass, ItemName, MaxDesireability, MuzzleFlashMesh, MuzzleFlashScale, MuzzleFlashStyle, MuzzleFlashTexture, MyMarker, M_Activated, M_Deactivated, M_Selected, NextArmor, OldFlashCount, PickupMessage, PickupMessageClass, PickupSound, PickupViewMesh, PickupViewScale, PlayerLastTouched, PlayerViewMesh, PlayerViewOffset, PlayerViewScale, ProtectionType1, ProtectionType2, RespawnSound, RespawnTime, StatusIcon, ThirdPersonMesh, ThirdPersonScale

Functions Summary
function AltFire (float Value ))
function AltFire (float F))
AltFiring
function AltFire (float F))
NormalFire
function AnimEnd ()))
function AnimEnd ()))
AltFiring
function AnimEnd ()))
ClientActive
function AnimEnd ()))
ClientAltFiring
function AnimEnd ()))
ClientDown
function AnimEnd ()))
ClientFiring
function AnimEnd ()))
NormalFire
function BecomeItem ()))
function BeginState ()))
ClientActive
function BeginState ()))
ClientDown
function BeginState ()))
DownWeapon
functionbool ClientAltFire (float Value ))
functionbool ClientAltFire (float Value))
ClientActive
functionbool ClientAltFire (float Value))
ClientAltFiring
functionbool ClientAltFire (float Value))
ClientDown
functionbool ClientAltFire (float Value))
ClientFiring
functionbool ClientFire (float Value ))
functionbool ClientFire (float Value))
ClientActive
functionbool ClientFire (float Value))
ClientAltFiring
functionbool ClientFire (float Value))
ClientDown
functionbool ClientFire (float Value))
ClientFiring
function ClientPutDown (weapon NextWeapon))
function DropFrom (vector StartLocation))
function EndState ()))
Active
function EndState ()))
ClientActive
function EndState ()))
ClientAltFiring
function EndState ()))
ClientFiring
function Finish ()))
function Fire (float Value ))
function Fire (float F))
AltFiring
function Fire (float F))
NormalFire
function ForceAltFire ()))
function ForceAltFire ()))
Active
function ForceAltFire ()))
AltFiring
function ForceAltFire ()))
NormalFire
function ForceClientAltFire ()))
function ForceClientAltFire ()))
ClientActive
function ForceClientAltFire ()))
ClientDown
function ForceClientFire ()))
function ForceClientFire ()))
ClientActive
function ForceClientFire ()))
ClientDown
function ForceFire ()))
function ForceFire ()))
Active
function ForceFire ()))
AltFiring
function ForceFire ()))
NormalFire
functionbool HandlePickupQuery (inventory Item ))
function Landed (vector HitNormal))
function Landed (Vector HitNormal))
Pickup
function PlayIdleAnim ()))
function PlayPostSelect ()))
function PlaySelect ()))
function SetWeaponStay ()))
function Tick (float DeltaTime))
ClientDown
function TweenDown ()))
function 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
Inherited Functions from Engine.Inventory
Activate, ActivateTranslator, AltFire, ArmorAbsorbDamage, ArmorImpactEffect, ArmorPriority, BecomeItem, BecomePickup, BeginState, BotDesireability, CalcDrawOffset, ChangedWeapon, CheckTouching, Destroyed, DrawStatusIconAt, DropFrom, DropInventory, EndState, Fire, GetHumanName, GiveTo, HandlePickupQuery, InventoryCapsFloat, InventoryCapsString, Landed, OwnerJumped, PostBeginPlay, PrioritizeArmor, RecommendWeapon, ReduceDamage, RenderOverlays, SelectNext, SetOwnerDisplay, SetRespawn, SpawnCopy, Timer, Touch, TravelPreAccept, Use, ValidTouch, WeaponChange, ZoneChange

States Summary
Active Source code
state Active
EndState, ForceAltFire, ForceFire
AltFiring Source code
state AltFiring
AltFire, AnimEnd, Fire, ForceAltFire, ForceFire
ClientActive Source code
state ClientActive
AnimEnd, BeginState, ClientAltFire, ClientFire, EndState, ForceClientAltFire, ForceClientFire
ClientAltFiring Source code
state ClientAltFiring
AnimEnd, ClientAltFire, ClientFire, EndState
ClientDown Source code
state ClientDown
AnimEnd, BeginState, ClientAltFire, ClientFire, ForceClientAltFire, ForceClientFire, Tick
ClientFiring Source code
state ClientFiring
AnimEnd, ClientAltFire, ClientFire, EndState
DownWeapon Source code
state DownWeapon
BeginState
NormalFire Source code
state NormalFire
AltFire, AnimEnd, Fire, ForceAltFire, ForceFire
Pickup Source code
auto state Pickup
Landed


Variables Detail

Affector Source code

var TournamentPickup Affector;

bCanClientFire Source code

var bool bCanClientFire;

bForceAltFire Source code

var bool bForceAltFire;

bForceFire Source code

var bool bForceFire;

FireAdjust Source code

var float FireAdjust;

FireStartTime Source code

var float FireStartTime;

InstFlash Source code

var float InstFlash;

InstFog Source code

var vector InstFog;

WeaponDescription Source code

var localized string WeaponDescription;

TournamentWeapon

AltFireTime Source code

var(TournamentWeapon) float AltFireTime;

FireTime Source code

var(TournamentWeapon) float FireTime;


Functions Detail

AltFire Source code

function AltFire ( float Value ) )

AltFire AltFiring Source code

function AltFire ( float F) )

AltFire NormalFire Source code

function AltFire ( float F) )

AnimEnd Source code

simulated function AnimEnd ( ) )

AnimEnd AltFiring Source code

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 NormalFire Source code

function AnimEnd ( ) )

BecomeItem Source code

function BecomeItem ( ) )

BeginState ClientActive Source code

simulated function BeginState ( ) )

BeginState ClientDown Source code

simulated function BeginState ( ) )

BeginState DownWeapon Source code

function BeginState ( ) )

ClientAltFire Source code

simulated function bool ClientAltFire ( float Value ) )

ClientAltFire ClientActive Source code

simulated function bool ClientAltFire ( float Value) )

ClientAltFire ClientAltFiring Source code

simulated function bool ClientAltFire ( float Value) )

ClientAltFire ClientDown Source code

simulated function bool ClientAltFire ( float Value) )

ClientAltFire ClientFiring Source code

simulated function bool ClientAltFire ( float Value) )

ClientFire Source code

simulated function bool ClientFire ( float Value ) )

ClientFire ClientActive Source code

simulated function bool ClientFire ( float Value) )

ClientFire ClientAltFiring Source code

simulated function bool ClientFire ( float Value) )

ClientFire ClientDown Source code

simulated function bool ClientFire ( float Value) )

ClientFire ClientFiring Source code

simulated function bool ClientFire ( float Value) )

ClientPutDown Source code

simulated function ClientPutDown ( weapon NextWeapon) )

DropFrom Source code

function DropFrom ( vector StartLocation) )

EndState Active Source code

function EndState ( ) )

EndState ClientActive Source code

simulated function EndState ( ) )

EndState ClientAltFiring Source code

simulated function EndState ( ) )

EndState ClientFiring Source code

simulated function EndState ( ) )

Finish Source code

function Finish ( ) )

Fire Source code

function Fire ( float Value ) )

Fire AltFiring Source code

function Fire ( float F) )

Fire NormalFire Source code

function Fire ( float F) )

ForceAltFire Source code

function ForceAltFire ( ) )

ForceAltFire Active Source code

function ForceAltFire ( ) )

ForceAltFire AltFiring Source code

function ForceAltFire ( ) )

ForceAltFire NormalFire Source code

function ForceAltFire ( ) )

ForceClientAltFire Source code

simulated function ForceClientAltFire ( ) )

ForceClientAltFire ClientActive Source code

simulated function ForceClientAltFire ( ) )

ForceClientAltFire ClientDown Source code

simulated function ForceClientAltFire ( ) )

ForceClientFire Source code

simulated function ForceClientFire ( ) )

ForceClientFire ClientActive Source code

simulated function ForceClientFire ( ) )

ForceClientFire ClientDown Source code

simulated function ForceClientFire ( ) )

ForceFire Source code

function ForceFire ( ) )

ForceFire Active Source code

function ForceFire ( ) )

ForceFire AltFiring Source code

function ForceFire ( ) )

ForceFire NormalFire Source code

function ForceFire ( ) )

HandlePickupQuery Source code

function bool HandlePickupQuery ( inventory Item ) )

Landed Source code

simulated function Landed ( vector HitNormal) )

Landed Pickup Source code

simulated function Landed ( Vector HitNormal) )

PlayIdleAnim Source code

simulated function PlayIdleAnim ( ) )

PlayPostSelect Source code

simulated function PlayPostSelect ( ) )

PlaySelect Source code

simulated function PlaySelect ( ) )

SetWeaponStay Source code

function SetWeaponStay ( ) )

Tick ClientDown Source code

simulated function Tick ( float DeltaTime) )

TweenDown Source code

simulated function TweenDown ( ) )

TweenToStill Source code

simulated function TweenToStill ( ) )


Defaultproperties

defaultproperties
{
     FireAdjust=1.000000
     MyDamageType=Unspecified
     AltDamageType=Unspecified
     PickupMessageClass=Class'Botpack.PickupMessagePlus'
     bClientAnim=True
}

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Creation time: Fr 7.6.2013 13:15:07.112 - Created with UnCodeX