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Botpack.UT_BioRifle

Extends
TournamentWeapon

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

Variables Summary
boolbBurst
floatChargeSize
floatCount
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))
ShootLoad
function AnimEnd ()))
ClientAltFiring
function AnimEnd ()))
ShootLoad
function BeginState ()))
AltFiring
function BeginState ()))
ShootLoad
functionbool ClientAltFire (float Value ))
function EndState ()))
AltFiring
function Finish ()))
function Fire (float F))
ShootLoad
function ForceAltFire ()))
ShootLoad
function ForceFire ()))
ShootLoad
function PlayAltBurst ()))
function PlayAltFiring ()))
function PlayFiring ()))
function PlayIdleAnim ()))
functionProjectile ProjectileFire (class<projectile> ProjClass, float ProjSpeed, bool bWarn))
functionfloat RateSelf (out int bUseAltMode ))
functionfloat SuggestAttackStyle ()))
functionfloat SuggestDefenseStyle ()))
function Tick (float DeltaTime ))
AltFiring
function Tick (float DeltaTime))
ClientAltFiring
function Timer ()))
ShootLoad
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
AltFiring Source code
state AltFiring
BeginState, EndState, Tick
ClientAltFiring Source code
state ClientAltFiring
AnimEnd, Tick
ShootLoad Source code
state ShootLoad
AltFire, AnimEnd, BeginState, Fire, ForceAltFire, ForceFire, Timer


Variables Detail

bBurst Source code

var bool bBurst;

ChargeSize Source code

var float ChargeSize;

Count Source code

var float Count;


Functions Detail

AltFire Source code

function AltFire ( float Value ) )

AltFire ShootLoad Source code

function AltFire ( float F) )

AnimEnd ClientAltFiring Source code

simulated function AnimEnd ( ) )

AnimEnd ShootLoad Source code

function AnimEnd ( ) )

BeginState AltFiring Source code

function BeginState ( ) )

BeginState ShootLoad Source code

function BeginState ( ) )

ClientAltFire Source code

simulated function bool ClientAltFire ( float Value ) )

EndState AltFiring Source code

function EndState ( ) )

Finish Source code

function Finish ( ) )

Fire ShootLoad Source code

function Fire ( float F) )

ForceAltFire ShootLoad Source code

function ForceAltFire ( ) )

ForceFire ShootLoad Source code

function ForceFire ( ) )

PlayAltBurst Source code

simulated function PlayAltBurst ( ) )

PlayAltFiring Source code

simulated function PlayAltFiring ( ) )

PlayFiring Source code

simulated function PlayFiring ( ) )

PlayIdleAnim Source code

simulated function PlayIdleAnim ( ) )

ProjectileFire Source code

function Projectile ProjectileFire ( class<projectile> ProjClass, float ProjSpeed, bool bWarn) )

RateSelf Source code

function float RateSelf ( out int bUseAltMode ) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )

SuggestDefenseStyle Source code

function float SuggestDefenseStyle ( ) )

Tick AltFiring Source code

function Tick ( float DeltaTime ) )

Tick ClientAltFiring Source code

simulated function Tick ( float DeltaTime) )

Timer ShootLoad Source code

function Timer ( ) )


Defaultproperties

defaultproperties
{
     WeaponDescription="Classification: Toxic Rifle\n\nPrimary Fire: Wads of Tarydium byproduct are lobbed at a medium rate of fire.\n\nSecondary Fire: When trigger is held down, the BioRifle will create a much larger wad of byproduct. When this wad is launched, it will burst into smaller wads which will adhere to any surfaces.\n\nTechniques: Byproducts will adhere to walls, floors, or ceilings. Chain reactions can be caused by covering entryways with this lethal green waste."
     InstFlash=-0.150000
     InstFog=(X=139.000000,Y=218.000000,Z=72.000000)
     AmmoName=Class'Botpack.BioAmmo'
     PickupAmmoCount=25
     bAltWarnTarget=True
     bRapidFire=True
     FiringSpeed=1.000000
     FireOffset=(X=12.000000,Y=-11.000000,Z=-6.000000)
     ProjectileClass=Class'Botpack.UT_BioGel'
     AltProjectileClass=Class'Botpack.BioGlob'
     AIRating=0.600000
     RefireRate=0.900000
     AltRefireRate=0.700000
     FireSound=Sound'UnrealI.BioRifle.GelShot'
     AltFireSound=Sound'UnrealI.BioRifle.GelShot'
     CockingSound=Sound'UnrealI.BioRifle.GelLoad'
     SelectSound=Sound'UnrealI.BioRifle.GelSelect'
     DeathMessage="%o drank a glass of %k's dripping green load."
     NameColor=(R=0,B=0)
     AutoSwitchPriority=3
     InventoryGroup=3
     PickupMessage="You got the GES BioRifle."
     ItemName="GES Bio Rifle"
     PlayerViewOffset=(X=1.700000,Y=-0.850000,Z=-0.950000)
     PlayerViewMesh=LodMesh'Botpack.BRifle2'
     BobDamping=0.972000
     PickupViewMesh=LodMesh'Botpack.BRifle2Pick'
     ThirdPersonMesh=LodMesh'Botpack.BRifle23'
     StatusIcon=Texture'Botpack.Icons.UseBio'
     PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
     Icon=Texture'Botpack.Icons.UseBio'
     Mesh=LodMesh'Botpack.BRifle2Pick'
     bNoSmooth=False
     CollisionHeight=19.000000
}

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Creation time: Fr 7.6.2013 13:15:22.230 - Created with UnCodeX