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Botpack.UT_Eightball

Extends
TournamentWeapon

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

Variables Summary
boolbAlwaysInstant
boolbClientDone
boolbFireLoad
boolbInstantRocket
boolbPendingLock
boolbRotated
boolbTightWad
intClientRocketsLoaded
nameFireAnim[6]
nameLoadAnim[6]
ActorLockedTarget
ActorNewTarget
ActorOldTarget
intRocketsLoaded
nameRotateAnim[6]
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))
FireRockets
function AnimEnd ()))
AltFiring
function AnimEnd ()))
ClientAltFiring
function AnimEnd ()))
ClientFiring
function AnimEnd ()))
ClientReload
function AnimEnd ()))
FireRockets
function AnimEnd ()))
NormalFire
function BecomeItem ()))
function BeginState ()))
AltFiring
function BeginState ()))
ClientAltFiring
function BeginState ()))
ClientFiring
function BeginState ()))
ClientReload
function BeginState ()))
FireRockets
function BeginState ()))
NormalFire
functionActor CheckTarget ()))
functionbool ClientAltFire (float Value ))
functionbool ClientAltFire (float Value))
ClientReload
functionbool ClientFire (float Value ))
functionbool ClientFire (float Value))
ClientReload
function EndState ()))
ClientAltFiring
function EndState ()))
ClientFiring
function EndState ()))
ClientReload
function Fire (float Value ))
function Fire (float F))
FireRockets
function FiringRockets ()))
function ForceAltFire ()))
FireRockets
function ForceFire ()))
FireRockets
function PlayIdleAnim ()))
function PlayLoading (float rate, int num))
function PlayRFiring (int num))
function PlayRotating (int num))
function PostRender (canvas Canvas ))
functionfloat RateSelf (out int bUseAltMode ))
event RenderOverlays (canvas Canvas ))
event RenderTexture (ScriptedTexture Tex))
function RotateRocket ()))
AltFiring
function RotateRocket ()))
NormalFire
function setHand (float Hand))
functionbool SplashJump ()))
FireRockets
functionbool SplashJump ()))
NormalFire
functionfloat SuggestAttackStyle ()))
function Tick (float DeltaTime ))
AltFiring
function Tick (float DeltaTime))
ClientAltFiring
function Tick (float DeltaTime))
ClientFiring
function Tick (float DeltaTime ))
NormalFire
function Timer ()))
Idle
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
AnimEnd, BeginState, RotateRocket, Tick
ClientAltFiring Source code
state ClientAltFiring
AnimEnd, BeginState, EndState, Tick
ClientFiring Source code
state ClientFiring
AnimEnd, BeginState, EndState, Tick
ClientReload Source code
state ClientReload
AnimEnd, BeginState, ClientAltFire, ClientFire, EndState
FireRockets Source code
state FireRockets
AltFire, AnimEnd, BeginState, Fire, ForceAltFire, ForceFire, SplashJump
Idle Source code
state Idle
Timer
NormalFire Source code
state NormalFire
AnimEnd, BeginState, RotateRocket, SplashJump, Tick


Variables Detail

bAlwaysInstant Source code

var bool bAlwaysInstant;

bClientDone Source code

var bool bClientDone;

bFireLoad Source code

var bool bFireLoad;

bInstantRocket Source code

var bool bInstantRocket;

bPendingLock Source code

var bool bPendingLock;

bRotated Source code

var bool bRotated;

bTightWad Source code

var bool bTightWad;

ClientRocketsLoaded Source code

var int ClientRocketsLoaded;

FireAnim[6] Source code

var name FireAnim[6];

LoadAnim[6] Source code

var name LoadAnim[6];

LockedTarget Source code

var Actor LockedTarget;

NewTarget Source code

var Actor NewTarget;

OldTarget Source code

var Actor OldTarget;

RocketsLoaded Source code

var int RocketsLoaded;

RotateAnim[6] Source code

var name RotateAnim[6];


Functions Detail

AltFire Source code

function AltFire ( float Value ) )

AltFire FireRockets Source code

function AltFire ( float F) )

AnimEnd AltFiring Source code

function AnimEnd ( ) )

AnimEnd ClientAltFiring Source code

simulated function AnimEnd ( ) )

AnimEnd ClientFiring Source code

simulated function AnimEnd ( ) )

AnimEnd ClientReload Source code

simulated function AnimEnd ( ) )

AnimEnd FireRockets Source code

function AnimEnd ( ) )

AnimEnd NormalFire Source code

function AnimEnd ( ) )

BecomeItem Source code

function BecomeItem ( ) )

BeginState AltFiring Source code

function BeginState ( ) )

BeginState ClientAltFiring Source code

simulated function BeginState ( ) )

BeginState ClientFiring Source code

simulated function BeginState ( ) )

BeginState ClientReload Source code

simulated function BeginState ( ) )

BeginState FireRockets Source code

function BeginState ( ) )

BeginState NormalFire Source code

function BeginState ( ) )

CheckTarget Source code

function Actor CheckTarget ( ) )

ClientAltFire Source code

simulated function bool ClientAltFire ( float Value ) )

ClientAltFire ClientReload Source code

simulated function bool ClientAltFire ( float Value) )

ClientFire Source code

simulated function bool ClientFire ( float Value ) )

ClientFire ClientReload Source code

simulated function bool ClientFire ( float Value) )

EndState ClientAltFiring Source code

simulated function EndState ( ) )

EndState ClientFiring Source code

simulated function EndState ( ) )

EndState ClientReload Source code

simulated function EndState ( ) )

Fire Source code

function Fire ( float Value ) )

Fire FireRockets Source code

function Fire ( float F) )

FiringRockets Source code

simulated function FiringRockets ( ) )

ForceAltFire FireRockets Source code

function ForceAltFire ( ) )

ForceFire FireRockets Source code

function ForceFire ( ) )

PlayIdleAnim Source code

simulated function PlayIdleAnim ( ) )

PlayLoading Source code

simulated function PlayLoading ( float rate, int num) )

PlayRFiring Source code

simulated function PlayRFiring ( int num) )

PlayRotating Source code

simulated function PlayRotating ( int num) )

PostRender Source code

simulated function PostRender ( canvas Canvas ) )

RateSelf Source code

function float RateSelf ( out int bUseAltMode ) )

RenderOverlays Source code

simulated event RenderOverlays ( canvas Canvas ) )

RenderTexture Source code

simulated event RenderTexture ( ScriptedTexture Tex) )

RotateRocket AltFiring Source code

function RotateRocket ( ) )

RotateRocket NormalFire Source code

function RotateRocket ( ) )

setHand Source code

function setHand ( float Hand) )

SplashJump FireRockets Source code

function bool SplashJump ( ) )

SplashJump NormalFire Source code

function bool SplashJump ( ) )

SuggestAttackStyle Source code

function float SuggestAttackStyle ( ) )

Tick AltFiring Source code

function Tick ( float DeltaTime ) )

Tick ClientAltFiring Source code

simulated function Tick ( float DeltaTime) )

Tick ClientFiring Source code

simulated function Tick ( float DeltaTime) )

Tick NormalFire Source code

function Tick ( float DeltaTime ) )

Timer Idle Source code

function Timer ( ) )


Defaultproperties

defaultproperties
{
     LoadAnim(0)=load1
     LoadAnim(1)=Load2
     LoadAnim(2)=Load3
     LoadAnim(3)=Load4
     LoadAnim(4)=Load5
     LoadAnim(5)=Load6
     RotateAnim(0)=Rotate1
     RotateAnim(1)=Rotate2
     RotateAnim(2)=Rotate3
     RotateAnim(3)=Rotate4
     RotateAnim(4)=Rotate5
     RotateAnim(5)=Rotate3
     FireAnim(0)=Fire1
     FireAnim(1)=Fire2
     FireAnim(2)=Fire3
     FireAnim(3)=Fire4
     FireAnim(4)=Fire2
     FireAnim(5)=Fire3
     WeaponDescription="Classification: Heavy Ballistic\n\nPrimary Fire: Slow moving but deadly rockets are fired at opponents. Trigger can be held down to load up to six rockets at a time, which can be fired at once.\n\nSecondary Fire: Grenades are lobbed from the barrel. Secondary trigger can be held as well to load up to six grenades.\n\nTechniques: Keeping this weapon pointed at an opponent will cause it to lock on, and while the gun is locked the next rocket fired will be a homing rocket.  Because the Rocket Launcher can load up multiple rockets, it fires when you release the fire button.  If you prefer, it can be configured to fire a rocket as soon as you press fire button down, at the expense of the multiple rocket load-up feature.  This is set in the Input Options menu."
     AmmoName=Class'Botpack.RocketPack'
     PickupAmmoCount=6
     bWarnTarget=True
     bAltWarnTarget=True
     bSplashDamage=True
     bRecommendSplashDamage=True
     FiringSpeed=1.000000
     FireOffset=(X=10.000000,Y=-5.000000,Z=-8.800000)
     ProjectileClass=Class'Botpack.RocketMk2'
     AltProjectileClass=Class'Botpack.UT_Grenade'
     shakemag=350.000000
     shaketime=0.200000
     shakevert=7.500000
     AIRating=0.750000
     RefireRate=0.250000
     AltRefireRate=0.250000
     AltFireSound=Sound'UnrealShare.Eightball.EightAltFire'
     CockingSound=Sound'UnrealShare.Eightball.Loading'
     SelectSound=Sound'UnrealShare.Eightball.Selecting'
     Misc1Sound=Sound'UnrealShare.Eightball.SeekLock'
     Misc2Sound=Sound'UnrealShare.Eightball.SeekLost'
     Misc3Sound=Sound'UnrealShare.Eightball.BarrelMove'
     DeathMessage="%o was smacked down by %k's %w."
     NameColor=(G=0,B=0)
     AutoSwitchPriority=9
     InventoryGroup=9
     PickupMessage="You got the Rocket Launcher."
     ItemName="Rocket Launcher"
     PlayerViewOffset=(X=2.400000,Y=-1.000000,Z=-2.200000)
     PlayerViewMesh=LodMesh'Botpack.Eightm'
     PlayerViewScale=2.000000
     BobDamping=0.975000
     PickupViewMesh=LodMesh'Botpack.Eight2Pick'
     ThirdPersonMesh=LodMesh'Botpack.EightHand'
     StatusIcon=Texture'Botpack.Icons.Use8ball'
     PickupSound=Sound'UnrealShare.Pickups.WeaponPickup'
     Icon=Texture'Botpack.Icons.Use8ball'
     Mesh=LodMesh'Botpack.Eight2Pick'
     bNoSmooth=False
     CollisionHeight=10.000000
}

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Creation time: Fr 7.6.2013 13:15:22.355 - Created with UnCodeX