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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Inventory
|
+-- Engine.Weapon
|
+-- GameFramework.GameWeapon
|
+-- UTGame.UTWeapon
|
+-- UTGame.UTWeap_Enforcer
| Variables Summary | |
|---|---|
| name | ArmBurstFireAnimName |
| name | ArmDualEquipAnim |
| name | ArmReloadAnim |
| bool | bAkimbo |
| bool | bForceReturnToActive |
| bool | bFullDualCoolDown |
| bool | bLastFiredLeft |
| bool | bLoaded |
| int | BurstCnt |
| float | BurstCoolDownTime |
| name | BurstFireAnimName |
| int | BurstMax |
| class<UTDamageType> | DualEnforcerDamageType |
| float | DualEquiptime |
| UIRoot.TextureCoordinates | DualIconCoordinates |
| EDualMode | DualMode |
| UTExplosionLight | EnforcerMuzzleFlashLight[2] |
| UTParticleSystemComponent | EnforcerMuzzleFlashPSC[2] |
| float | LastAkimboTransitionTime |
| float | LastFireTime |
| name | LastFiringState |
| AnimSet | LeftArmAnimSet |
| name | LeftIdleAnim |
| MaterialInstanceConstant | LeftWeaponMaterialInstance |
| UTSkeletalMeshComponent | OverlayLeftMesh |
| float | ReloadTime |
| int | ShotCount |
| name | WeaponDualEqipAnim |
| MaterialInstanceConstant | WeaponMaterialInstance |
| name | WeaponReloadAnim |
| SoundCue | WeaponReloadSnd |
| UTWeap_Enforcer | |
| float | AkimboTime |
| UTSkeletalMeshComponent | LeftMesh |
| Enumerations Summary | ||
|---|---|---|
| EDualMode EDM_SingleWeapon, EDM_DualEquipping, EDM_Dual, EDM_Max | ||
| Inherited Enumerations from UTGame.UTWeapon |
|---|
| AmmoWidgetDisplayStyle, EZoomState |
| Functions Summary | ||
|---|---|---|
![]() | rotator | AddSpread (rotator BaseAim)) |
![]() | AdjustWeaponTimingForConsole ())) | |
![]() | AkimboCheck ())) | |
![]() | AkimboDelay ())) | |
![]() | AttachMuzzleFlash ())) | |
![]() | AttachWeaponTo (SkeletalMeshComponent MeshCpnt, optional Name SocketName )) | |
![]() | BecomeDual ())) | |
![]() | BecomeDual ())) WeaponFiring | |
![]() | BeginState (name PreviousStateName)) Active | |
![]() | BeginState (name PrevStateName)) WeaponBurstCoolDown | |
![]() | BeginState (name PrevStateName)) WeaponBursting | |
![]() | byte | BestMode ())) |
![]() | CauseMuzzleFlash ())) | |
![]() | CauseMuzzleFlashLight ())) | |
![]() | ChangeVisibility (bool bIsVisible)) | |
![]() | CreateOverlayMesh ())) | |
![]() | bool | DenyPickupQuery (class<Inventory> ItemClass, Actor Pickup)) |
![]() | DetachMuzzleFlash ())) | |
![]() | DetachWeapon ())) | |
![]() | DualEquipDone ())) | |
![]() | EndState (name NextStateName)) WeaponBurstCoolDown | |
![]() | EndState (name NextStateName)) WeaponBursting | |
![]() | EndState (Name NextStateName)) WeaponEquipping | |
![]() | EndState (name NextStateName)) WeaponFiring | |
![]() | FullyCooled ())) | |
![]() | vector | GetEffectLocation ())) |
![]() | float | GetEquipTime ())) |
![]() | name | GetFireAnim (int FireModeNum)) |
![]() | name | GetFireAnim (int FireModeNum)) WeaponBursting |
![]() | float | GetFireInterval (byte FireModeNum)) |
![]() | InstantFire ())) | |
![]() | int | LagRot (int NewValue, int LastValue, float MaxDiff, int Index)) Active |
![]() | MuzzleFlashOff (int Index)) | |
![]() | MuzzleFlashTimerLeft ())) | |
![]() | MuzzleFlashTimerRight ())) | |
![]() | OnAnimEnd (optional AnimNodeSequence SeqNode, optional float PlayedTime, optional float ExcessTime)) Active | |
![]() | PlayArmAnimation (Name Sequence, float fDesiredDuration, optional bool bOffHand, optional bool bLoop, optional SkeletalMeshComponent SkelMesh)) WeaponBursting | |
![]() | PlayFireEffects (byte FireModeNum, optional vector HitLocation )) | |
![]() | PlayWeaponAnimation (Name Sequence, float fDesiredDuration, optional bool bLoop, optional SkeletalMeshComponent SkelMesh)) WeaponBursting | |
![]() | PlayWeaponEquip ())) | |
![]() | PlayWeaponPutDown ())) | |
![]() | RefireCheckTimer ())) WeaponBursting | |
![]() | RefireCheckTimer ())) WeaponFiring | |
![]() | ReplicatedEvent (name VarName)) | |
![]() | SetAkimbo (bool bNewAkimbo, bool bPlayTransitionAnim)) | |
![]() | SetPosition (UTPawn Holder)) | |
![]() | SetSkin (Material NewMaterial)) | |
![]() | SetWeaponOverlayFlags (UTPawn OwnerPawn)) | |
![]() | bool | ShouldLagRot ())) Active |
![]() | StopMuzzleFlash ())) | |
![]() | TrackShotCount ())) | |
![]() | TrackShotCount () WeaponBursting | |
![]() | bool | TryPutDown ())) WeaponBursting |
![]() | bool | UseLeftBarrel ())) |
![]() | WeaponEquipped ())) WeaponEquipping | |
![]() | WeaponReady ())) WeaponBurstCoolDown | |
| States Summary |
|---|
| Active Source code |
|---|
|
simulated state Active |
| BeginState, LagRot, OnAnimEnd, ShouldLagRot |
| WeaponBurstCoolDown Source code |
|---|
|
simulated state WeaponBurstCoolDown |
| BeginState, EndState, WeaponReady |
| WeaponBursting Source code |
|---|
|
simulated state WeaponBursting extends WeaponFiring |
| BeginState, EndState, GetFireAnim, PlayArmAnimation, PlayWeaponAnimation, RefireCheckTimer, TrackShotCount, TryPutDown |
| WeaponEquipping Source code |
|---|
|
simulated state WeaponEquipping |
| EndState, WeaponEquipped |
| WeaponFiring Source code |
|---|
|
simulated state WeaponFiring |
| BecomeDual, EndState, RefireCheckTimer |
| Variables Detail |
|---|
Whether we are currently holding weapons to the side.
If we become a dual while firing, force return to the active state in order to properly re-initialize
if the last shot was fired from the left enforcer
If true this weapon won't play the reload anim
How many shots have been fired in burst
How long to cool down
Name of the animation when bursting
How many shots max in burst before going to cool down
Damage type used with dual enforcers (for unique kill message)
Amount of time it takes to equip the left gun
if true, we are a dual enforcer
dynamic light
Muzzle flash PSC and Templates
Time that last akimbo transition occured.
timeseconds when last fired
Holds the name of the last firing state. Used by reload to know where to go
anim played for left mesh when idling
Amount of time for the reload anim
Used internally to track which gun to fire
Name of the animation to play when reloading
sound played when reloading
How long transition to akimbo takes
The Left Handed Mesh
| Enumerations Detail |
|---|
| Functions Detail |
|---|
AddSpread Source codeAdds any fire spread offset to the passed in rotator
@param BaseAim the base aim direction
@return the adjusted aim direction
AdjustWeaponTimingForConsole Source codeAdjust weapon equip and fire timings so they match between PC and console This is important so the sounds match up.
AkimboCheck Source codeFunction that determines whether or not to hold guns sideways.
AkimboDelay Source codeUsed to delay starting the check for Akimbo mode.
AttachMuzzleFlash Source codeExtend support to allow for multiple muzzle flashes
AttachWeaponTo Source code
BecomeDual Source codeBecome a dual firing weapon. Right now this isn't important unless the instigator is the local client. If it is, then show the second mesh and play any needed "Equipping" animations
BecomeDual WeaponFiring Source code
BeginState Active Source code
BeginState WeaponBurstCoolDown Source code
BeginState WeaponBursting Source code
BestMode Source code
CauseMuzzleFlash Source codeCauses the muzzle flashlight to turn on and setup a time to turn it back off again.
CauseMuzzleFlashLight Source codeCauses the muzzle flashlight to turn on
ChangeVisibility Source codeThis function is called from the pawn when the visibility of the weapon changes
CreateOverlayMesh Source codeSet the Overlay Meshes
DenyPickupQuery Source codeDetect that we are trying to pickup another enforcer and switch in to dual mode.
DetachMuzzleFlash Source codeDetach weapon from skeletal mesh
@param SkeletalMeshComponent weapon is attached to.
DetachWeapon Source code
DualEquipDone Source codeThe equip animation is done, notify the weapon and become usuable
EndState WeaponBurstCoolDown Source code
EndState WeaponBursting Source code
EndState WeaponEquipping Source code
EndState WeaponFiring Source code
FullyCooled Source code
GetEffectLocation Source code
GetEquipTime Source code
GetFireAnim Source codeReturns the name of the firing animation
GetFireAnim WeaponBursting Source code
GetFireInterval Source codeReturns the rate at which the weapon fires. If in dual mode, 1/2 the rate @See Weapon.GetFireInterval()
InstantFire Source code
LagRot Active Source code
MuzzleFlashOff Source codeTurns the MuzzleFlashlight off
MuzzleFlashTimerLeft Source code
MuzzleFlashTimerRight Source code
OnAnimEnd Active Source code
PlayArmAnimation WeaponBursting Source code
PlayFireEffects Source codeWe override PlayFireEffects to reoffset the animation rate. When in dual mode, all firing speeds are 1/2 but we want the animations to play as normal. @See PlayFireEffects
PlayWeaponAnimation WeaponBursting Source codeWe only play the animation once. @See Weapon.PlayWeaponAnimation
PlayWeaponEquip Source codeLook to see if bLoaded (ie: has been brought up once) is true and decide which animation to play
PlayWeaponPutDown Source codeAdded support for handling the 2nd gun
RefireCheckTimer WeaponBursting Source code
RefireCheckTimer WeaponFiring Source codeWe poll the PendingFire in RefireCheckTimer() to insure the switch to Burst Firing respects the current shot timings
ReplicatedEvent Source codeOn a remote client, watch for a change in bDualMode and if it changes, signal this has become a dual weapon.
SetAkimbo Source codeToggle between 'akimbo' sideways grip
SetPosition Source code
SetSkin Source codeSetup the overlay skins
SetWeaponOverlayFlags Source codeWhen the Pawn's WeaponOverlay flag changes, handle it here
ShouldLagRot Active Source code
StopMuzzleFlash Source code
TrackShotCount Source codeBy default, we track each shot so that the 2nd weapon will work. Bursting overrides this function
TrackShotCount WeaponBursting Source codeCoolDown tracks the shots
TryPutDown WeaponBursting Source code
UseLeftBarrel Source codeDetermine which gun to use
WeaponEquipped WeaponEquipping Source code
WeaponReady WeaponBurstCoolDown Source code| Defaultproperties |
|---|
defaultproperties { DualIconCoordinates=(U=600.000000,V=515.000000,UL=126.000000,VL=75.000000) BurstMax=3 BurstCoolDownTime=0.970000 WeaponReloadAnim="weaponequipempty" ArmReloadAnim="WeaponEquipFirst" WeaponDualEqipAnim="WeaponEquiplFancy" ArmDualEquipAnim="WeaponEquiplFancy" ReloadTime=2.000000 DualEquiptime=1.000000 BurstFireAnimName="weaponfireburst" ArmBurstFireAnimName="weaponfireburst" LeftArmAnimSet=AnimSet'WP_Enforcers.Anims.K_WP_Enforcers_1P_Arms' DualEnforcerDamageType=Class'UTGame.UTDmgType_DualEnforcer' LeftIdleAnim="WeaponIdleB" AkimboTime=0.350000 bFastRepeater=True bTargetFrictionEnabled=True bTargetAdhesionEnabled=True AmmoCount=50 LockerAmmoCount=50 MaxAmmoCount=100 IconX=335 IconY=81 IconWidth=43 IconHeight=39 CrossHairCoordinates=(U=128.000000,V=0.000000) InventoryGroup=2 DroppedPickupOffsetZ=12.000000 AttachmentClass=Class'UTGame.UTAttachment_Enforcer' PivotTranslation=(X=0.000000,Y=-10.000000,Z=0.000000) GroupWeight=0.500000 QuickPickGroup=3 QuickPickWeight=0.200000 ArmsAnimSet=AnimSet'WP_Enforcers.Anims.K_WP_Enforcers_1P_Arms' WeaponFireSnd(0)=SoundCue'A_Weapon_Enforcer.Cue.A_Weapon_Enforcer_Fire_Cue' WeaponFireSnd(1)=SoundCue'A_Weapon_Enforcer.Cue.A_Weapon_Enforcer_Fire_Cue' WeaponPutDownSnd=SoundCue'A_Weapon_Enforcer.Cue.A_Weapon_Enforcer_Lower_Cue' WeaponEquipSnd=SoundCue'A_Weapon_Enforcer.Cue.A_Weapon_Enforcer_Raise_Cue' JumpDamping=1.500000 MuzzleFlashPSCTemplate=ParticleSystem'WP_Enforcers.Effects.P_WP_Enforcers_MuzzleFlash' MuzzleFlashLightClass=Class'UTGame.UTEnforcerMuzzleFlashLight' SmallWeaponsOffset=(X=18.000000,Y=6.000000,Z=-6.000000) CurrentRating=0.400000 aimerror=600.000000 AimingHelpRadius(1)=12.000000 FiringStatesArray(1)="WeaponBursting" FireInterval(0)=0.360000 FireInterval(1)=0.120000 Spread(1)=0.030000 InstantHitDamage(0)=20.000000 InstantHitDamage(1)=20.000000 InstantHitMomentum(0)=1000.000000 InstantHitMomentum(1)=1000.000000 InstantHitDamageTypes(0)=Class'UTGame.UTDmgType_Enforcer' InstantHitDamageTypes(1)=Class'UTGame.UTDmgType_Enforcer' EquipTime=0.200000 PutDownTime=0.200000 bInstantHit=True Begin Object Class=UTSkeletalMeshComponent Name=FirstPersonMesh ObjName=FirstPersonMesh Archetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh' FOV=55.000000 SkeletalMesh=SkeletalMesh'WP_Enforcers.Mesh.SK_WP_Enforcers_1P' Begin Object Class=AnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=AnimNodeSequence'Engine.Default__AnimNodeSequence' Name="MeshSequenceA" ObjectArchetype=AnimNodeSequence'Engine.Default__AnimNodeSequence' End Object Animations=AnimNodeSequence'UTGame.Default__UTWeap_Enforcer:MeshSequenceA' AnimSets(0)=AnimSet'WP_Enforcers.Anims.K_WP_Enforcers_1P_Base' bForceUpdateAttachmentsInTick=True Materials(0)=Material'WP_Enforcers.Materials.M_WP_Enforcers_01' ObjectArchetype=UTSkeletalMeshComponent'UTGame.Default__UTWeapon:FirstPersonMesh' End Object Mesh=FirstPersonMesh Priority=2.000000 AIRating=0.400000 ItemName="Enforcer" MaxDesireability=0.400000 PickupMessage="Enforcer" PickupSound=SoundCue'A_Pickups.Weapons.Cue.A_Pickup_Weapons_Enforcer_Cue' Begin Object Class=SkeletalMeshComponent Name=PickupMesh ObjName=PickupMesh Archetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh' SkeletalMesh=SkeletalMesh'WP_Enforcers.Mesh.SK_WP_Enforcer_3P_Mid' ObjectArchetype=SkeletalMeshComponent'UTGame.Default__UTWeapon:PickupMesh' End Object DroppedPickupMesh=PickupMesh PickupFactoryMesh=PickupMesh Name="Default__UTWeap_Enforcer" ObjectArchetype=UTWeapon'UTGame.Default__UTWeapon' } |
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