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Engine.XMPVehicleBarrel

Extends
function
Modifiers
notplaceable

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.function
      |   
      +-- Engine.XMPVehicleBarrel

Direct Known Subclasses:

eq2JuggernautTurretBarrelBase, HarbingerBubbleTurretBarrel, HarbingerTurretBarrel, JuggernautFrontTurretBarrel, JuggernautTurretBarrelBase, RaptorTurretBarrel, XMPStationaryTurretBarrel

Constants Summary
Inherited Contants from Engine.Actor
CCFloatHeight, DF_Collision, DF_None, MAXSTEPHEIGHT, MINFLOORZ, TRACE_AcceptProjectors, TRACE_Actors, TRACE_AllBlocking, TRACE_AllColliding, TRACE_Blocking, TRACE_Corona, TRACE_Debug, TRACE_Hash, TRACE_Level, TRACE_LevelGeometry, TRACE_Material, TRACE_Movers, TRACE_OnlyProjActor, TRACE_Others, TRACE_Pawns, TRACE_Projectors, TRACE_ProjTargets, TRACE_ShadowCast, TRACE_SingleResult, TRACE_StopAtFirstHit, TRACE_VisibleNonColliding, TRACE_Volumes, TRACE_World

Variables Summary
RotatorAdjustedAim
boolbAmbientFireSound
intBarrelNumber
vectorBarrelOffset
StaticMeshBaseMesh
boolbAutoFire
boolbForceAltFire
boolbForceFire
boolbGlowing
boolbInstantHit
boolbPendingAltFire
boolbPendingFire
boolbRapidFire
boolbRepeatFire
boolbSteadyToggle
boolbUseMe
stringCrosshair
intDamage
floatDisplayFOV
StaticMeshDriverViewMesh
floatEnergyCost
VectorFireOffset
rangeFirePitch
soundFireSound
floatFireTime
floatFireTimer
vectorFiringOffset
floatFiringSpeed
PawnInstigator
stringLastTargetName
floatMaxRange
floatMomentumTransfer
XMPVehicleCabViewModelMyCabViewModel
class<DamageType>MyDamageType
byteMyFlashCount
XMPVehicleTurretMyTurret
ColorNameColor
soundOfflineSound
boolOldWeaponStateFiring
boolOldWeaponStateIdle
boolOwnedBySVehicle
class<Projectile>ProjectileClass
vectorProjectileFireStartLocation
floatRefireRate
floatShakeMag
floatShakeTime
floatStopFiringTime
boolsynchronized
floatTempTimer
floatTraceAccuracy
floatTraceDist
vectorTraceFireStartLocation
floatTraceSpread
floatWarnTargetPct
boolWeaponStateFiring
boolWeaponStateIdle
XMPVehicleBarrel
nameBarrelBone
class<Actor>BloodEffect
class<Actor>DirtEffect
class<Actor>SparkEffect
array<name>TargetableTypes
Inherited Variables from Engine.function
aBaseX, aBaseY, aBaseZ, aForward, AimingHelp, aLookUp, aMouseX, aMouseY, AnnouncerLevel, AnnouncerVolume, aStrafe, aTurn, aUp, bAllActorsRelevant, bAlwaysLevel, bAlwaysMouseLook, bAutoSwitch, bAutoTaunt, bBadConnectionAlert, bBehindView, bBlockCloseCamera, bCameraPositionLocked, bCenterView, bCheatFlying, bClientDemo, bDoubleJump, bDynamicNetSpeed, bEnableDamageForceFeedback, bEnableGUIForceFeedback, bEnablePickupForceFeedback, bEnableWeaponForceFeedback, bFixedCamera, bForceFeedbackSupported, bForcePrecache, bFreeCamera, bFreeLook, bFrozen, bIsTyping, bJumpStatus, bKeyboardLook, BlendedTargetViewRotation, bLook, bLookUpStairs, bNeverSwitchOnPickup, bNoAutoTaunts, bNoMatureLanguage, bNoVoiceMessages, bNoVoiceTaunts, bPendingDestroy, bPendingVote, bPressedJump, bRadarEnabled, bSetTurnRot, bShortConnectTimeOut, bSnapLevel, bSnapToLevel, bSpectatorTeamLocked, bStrafe, bTurn180, bTurnToNearest, bUpdatePosition, bUpdating, bValidBehindCamera, bVehicleBehindView, bViewBot, bXAxis, bYAxis, bZeroRoll, bZooming, CameraDist, CameraEffects, CheatClass, CheatFlyingSpeed, CheatManager, ClientCap, ClientUpdateTime, ConstantGlowFog, ConstantGlowScale, CurrentDistanceFogEnd, CurrentTimeStamp, DeathFont, DefaultFOV, DemoViewer, DemoViewPitch, DemoViewYaw, DesiredFOV, DoubleClickDir, DrivenVehicle, DynamicPingThreshold, EnemyTurnSpeed, EntryTime, ExactPing, FailedPathStart, FixedLocation, FixedRotation, FlashFog, FlashScale, ForcePrecacheTime, FreeMoves, GameReplicationInfo, GroundPitch, InputClass, LastDistanceFogColor, LastDistanceFogEnd, LastDistanceFogStart, LastPingUpdate, LastPlaySound, LastPlaySpeech, LastUpdateTime, LastViewTargetActor, LastViewTargetActualDistance, LastViewTargetHitLocation, LastViewTargetHitNormal, LastViewTargetLocation, LastViewTargetRotation, LastViewTargetTime, LastViewTargetTraceDistance, LastZone, LoadingMusic, LocalMessageClass, MaxResponseTime, MaxTimeMargin, MessageFont, Misc1, Misc2, NextSpeedChange, NextTeamChangeTime, NoPauseMessage, OldCameraLoc, OldCameraRot, OldClientWeapon, OldFloor, OldPing, OrthoZoom, OwnCamera, PassengerNumber, PendingMove, Player, PlayerInput, PlayerSecurity, ProgressColor[4], ProgressMessage[4], ProgressTimeOut, QuickSaveString, RealViewTarget, RenderWorldToCamera, RendMap, RocketLockSound, SavedMoves, SavedPhysics, ServerOnlyStates, ServerTimeStamp, ShakeDuration, ShakeMagX, ShakeMagY, ShakeOffset, ShakePeriodX, ShakePeriodY, ShakeTime, ShowFlags, Song, SpectateSpeed, StatsPassword, StatsUsername, TargetEyeHeight, TargetViewRotation, TargetWeaponViewOffset, TempTurretRotation, TimeMargin, TimeSinceLastFogChange, Transition, TurnRot180, TurnTarget, UIAlpha, UseDistance, UseFixedVisibility, UseLatency, UseProjector, UseTarget, ViewingFrom, ViewTarget, VoteFailedMsg, WaitDelay, WeaponUpdate, ZoomLevel
Inherited Variables from Engine.Actor
Acceleration, ActorRenderData, AlternateSkins, AmbientGlow, AmbientSound, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bActorShadows, bAlwaysRelevant, bAlwaysRelevantToInstigator, bAlwaysRelevantToOwner, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAutoAlignToTerrain, bBlockActors, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockZeroExtentTraces, bBounce, bCanBeBaseForPawns, bCanBeDamaged, bCanMantle, bCanTeleport, bClientAnim, bClientDemoNetFunc, bClientDemoRecording, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDirectional, bDisableSorting, bDisturbFluidSurface, bDontBatch, bDynamicLight, bDynamicWorldGeometry, bEdShouldSnap, bEdSnap, bFixedRotationDir, bFullVolume, bGameRelevant, bHardAttach, bHasBlood, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bInterpolating, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNoDelete, bNoRepMesh, bObsolete, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bShouldBaseAtStartup, bShowOctreeNodes, bShowUseReticle, bSkipActorPropertyReplication, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTicked, bTimerLoop, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUsable, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, ConglomerateID, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, ForcedVisibilityZoneTag, ForceRadius, ForceScale, ForceType, Group, HardRelMatrix, InitialState, Instigator, Inventory, JoinedTag, KParams, KStepTag, LastRenderTime, LatentFloat, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, MaxLights, Mesh, MeshInstance, MessageClass, NetDependents, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, RepSkinIndex, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SoundPitch, SoundRadius, SoundVolume, SpecialDisplayFlags, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, Tag, Texture, TimerCounter, TimerRate, Touching, TransientSoundRadius, TransientSoundVolume, Velocity, XLevel

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDetailMode, EDoubleClickDir, EDrawType, EFilterState, EForceType, eKillZType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ETravelType

Structures Summary
Inherited Structures from Engine.function
TAmmoFlags
Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, Face, KRBVec, KRigidBodyState, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr

Functions Summary
functionbool AdjustProjectileAim (bool bAltFire, class<Projectile> ProjectileClass, vector projStart, float FireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash)
functionbool AdjustTraceAim (float projSpeed, vector projStart, float FireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash)
functionfloat Ammo_GetDamageRadius ()
function Ammo_ProcessTraceHit (Actor Other, Vector HitLocation, Vector HitNormal)
function Ammo_ShakeView ()
functionProjectile Ammo_SpawnProjectile (vector Start, rotator Dir)
function AuthorityFire ()
event BeginState ()
Firing
functioninterface bool ((()
functioninterface bool ((()
functioninterface bool ((()
function ClientKDriverEnter (PlayerController pc, int PassengerNum, Pawn p)
function ClientKDriverLeave (PlayerController pc, Rotator exitLookDir)
function ClientReStart ()
function Destroyed ()
event EncroachedBy (actor Other)
event EndState ()
Firing
function EverywhereFire ()
function ExecuteFire (optional bool bAltFire)
functionvector EyePosition ()
function Fire (optional float F)
functioninterface float ((()
functioninterface float ((()
functionbool FocusOnLeader (bool bLeaderFiring)
functionvector GetFireStart (vector X, vector Y, vector Z)
functionstring GetHumanReadableName ()
functionfloat GetProjSpeed (bool bAlt)
functionname GetWeaponBoneFor (Inventory I)
function HandleTraceImpact (Actor Other, vector HitLocation, vector HitNormal)
function HideCrosshair ()
function IncrementFlashCount ()
functioninterface int ((()
functioninterface int ((()
functioninterface int ((()
functioninterface int ((()
functioninterface int ((()
functioninterface int ((()
functioninterface int ((()
functionbool IsFiring ()
function PawnAgentEvent (name InEventName)
function PlayFiring (optional float Rate, optional name FiringMode)
function PlayWeaponSound (sound Sound, optional float Pitch)
functionbool PointOfView ()
function PossessedBy (Controller C)
function PostBeginPlay ()
function PostNetBeginPlay ()
event postnetreceive ()
function PostSetAimingParameters (bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash)
event PreBeginPlay ()
functionbool PreSetAimingParameters (bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash)
functionProjectile ProjectileFire ()
functionfloat RangedAttackTime ()
functionbool RecommendRangedAttack ()
function SendEvent (string EventName)
function ServerFire (optional bool bAltFire)
function ServerRapidFire (optional bool bAltFire)
function ServerStopFiring ()
function SetFireStartLocations ()
functionbool SpecialCalcView (out actor ViewActor, out vector CameraLocation, out rotator CameraRotation)
function StopFiring ()
functioninterface string ((()
functioninterface string ((()
functioninterface string ((()
functioninterface string ((()
function SyncParts ()
function TakeDamage (int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType)
event ThirdPersonEffects ()
function Tick (float DeltaTime)
function TraceFire (float TraceSpread)
function UnPossessed ()
functionbool WeaponAdjustAim (bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash)
Inherited Functions from Engine.function
ActivateInventoryItem, ActivateItem, AddCameraEffect, AdjustAim, AdjustView, AllowVoiceMessage, AltFire, AskForPawn, BeginState, BehindView, BlendRot, bool, CalcBehindView, CalcFirstPersonView, CanRestartPlayer, CanSwitchToStateOnClient, ChangeAlwaysMouseLook, ChangedWeapon, ChangeName, ChangeStairLook, ChangeTeam, ChangeVoiceChatter, CleanOutSavedMoves, ClearDoubleClick, ClearProgressMessages, ClientAddCheats, ClientAdjustGlow, ClientAdjustPosition, ClientCapBandwidth, ClientChangeVoiceChatter, ClientFlash, ClientGotoState, ClientHearSound, ClientLeaveVoiceChat, ClientMessage, ClientPlayForceFeedback, ClientPlaySound, ClientReliablePlaySound, ClientRestart, ClientSendEvent, ClientSetBehindView, ClientSetFixedCamera, ClientSetHUD, ClientSetMusic, ClientSetThirdPersonVehicleMode, ClientSetViewTarget, ClientShake, ClientStopForceFeedback, ClientTravel, ClientUpdatePosition, ClientValidate, ClientVoiceMessage, color, CompressAccel, ConsoleCommand, ContinueNotifyRocketLockOnA, ContinueNotifyRocketLockOnB, ContinueNotifyRocketLockOnC, ContinueNotifyRocketLockOnD, CopyToClipboard, CreateCameraEffect, damageAttitudeTo, DemoClientSetHUD, Destroyed, DoUnTeleport, DumpStates, EndState, EndZoom, EnterStartState, FindGoodView, FindStairRotation, Fire, FixFOV, ForceDeathUpdate, ForceRestart, FOV, GameOverAnnounce, GetAimRotation, GetDefaultURL, GetEntryLevel, GetFacingDirection, GetFreeMove, GetKickPlayer, GetPlayerNetworkAddress, GetRadarZoomPct, GetServerNetworkAddress, GetURLProtocol, GetUseBarEnable, GetUseBarIconIndex, GetViewRotation, GetWeapon, GivePawn, HandleDying, HandleMercyKilled, HandlePickup, HandleRevived, HandleSpawnedObject, HandleWalking, InitInputSystem, InitPlayer, IsDead, IsSpectating, Jump, KickRequest, LeaveVoiceChat, LoadPlayers, LocalTravel, LongClientAdjustPosition, MoveAutonomous, Mutate, Name, NextWeapon, NotifyHitWall, NotifyLanded, NotifyPhysicsVolumeChange, NotifyRocketLockOnA, NotifyRocketLockOnB, NotifyRocketLockOnC, NotifyRocketLockOnD, PasteFromClipboard, Pause, PawnDied, PendingStasis, PipedSwitchWeapon, PlayAnnouncement, PlayBeepSound, PlayerCalcView, PlayerMove, PlayerSees, PlayerSeesEx, PlayerSeesEx2, PlayerTick, PlayIntroMusic, PlayLoadingMusic, Possess, PostBeginPlay, PostNetBeginPlay, PreClientTravel, PrevItem, PrevWeapon, ProcessDrive, ProcessMove, QuickLoad, QuickSave, ReceiveLocalizedMessage, Reload, RemoveCameraEffect, ReplicateMove, Reset, ResetFOV, ResetKeyboard, Restart, RestartLevel, Say, SendEvent, ServerAddCheats, ServerCanCheat, ServerChangeClass, ServerChangeVoiceChatter, ServerCheckCommandLine, ServerDeployCheat, ServerDrive, ServerDumpStates, ServerGetVoiceChatters, ServerGivePawn, ServerMove, ServerQuit, ServerReload, ServerRestartGame, ServerReStartPlayer, ServerSetClientDemo, ServerSetTeamEnergy, ServerSpectateSpeed, ServerSummon, ServerThrowWeapon, ServerToggleBehindView, ServerToggleVehicleView, ServerUnuse, ServerUpdatePing, ServerUse, ServerValidationResponse, ServerVerifyViewTarget, ServerViewNextPlayer, ServerViewSelf, SetFOV, SetFOVAngle, SetMouseAccel, SetMouseSmoothing, SetName, SetNetSpeed, SetPause, SetProgressMessage, SetProgressTime, SetSensitivity, SetSpectateSpeed, SetSpectatorTeamLocked, SetUseTarget, SetViewTarget, ShakeView, ShortClientAdjustPosition, ShortServerMove, ShouldAutoSwitch, ShowHUD, Speech, StartClientDemoRec, StartZoom, StopForceFeedback, StopIntroMusic, StopLoadingMusic, StopZoom, string, Suicide, SwitchLevel, SwitchTeam, SwitchWeapon, TargetUnuse, TargetUse, TeamMessage, TeamSay, TeamSpeech, TestShake, ThrowWeapon, Timer, ToggleBehindView, ToggleVehicleView, ToggleZoom, TraceForMemStats, TravelPostAccept, TurnAround, TurnTowardNearestEnemy, Typing, UnPossess, UnUse, UpdateRotation, UpdateURL, Use, VeryShortClientAdjustPosition, ViewNextBot, ViewShake, VoteNo, VoteYes, WantsSmoothedView
Inherited Functions from Engine.Actor
*, +, -, AddActor, AddActorAt, AddArrow, AddBox, AddCylinder, AddLine, AllActors, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BM, BoneRefresh, bool, BroadcastLocalizedMessage, Bump, CanHit, CanSplash, ChildActors, Clock, CollidingActors, ColorBlack, ColorBlue, ColorBrown, ColorCyan, ColorDkblue, ColorDkcyan, ColorDkgreen, ColorDkgrey, ColorDkmagenta, ColorDkred, ColorDkyellow, ColorGreen, ColorGrey, ColorLtgrey, ColorMagenta, ColorOrange, ColorPink, ColorRed, ColorWhite, ColorYellow, ConsoleCommand, ConvertRelativeLocation, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, DisplayDebug, DM, DMN, DMT, DMTN, DMTNS, DrawDebugLine, DrawFace, DrawFaces, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishedInterpolation, FinishInterpolation, float, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClient, GetCollisionBoundingBox, GetCollisionExtent, GetCommandLine, GetConsumerClassIndex, GetDebugName, GetHumanReadableName, GetItemName, GetKillerController, GetLocalString, GetMapName, GetMeshName, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, GetSoundDuration, GetTeam, GetURLMap, HasAnim, HitWall, HurtRadius, IgnoreEncroachingMovement, int, IsAnimating, IsInPain, IsInVolume, IsRealPlayer, IsTweening, KAddBoneLifter, KAddImpulse, KApplyForce, KDisableCollision, KDrawRigidBodyState, KEnableCollision, KFreezeRagdoll, KGetActorGravScale, KGetCOMOffset, KGetCOMPosition, KGetDampingProps, KGetFriction, KGetImpactThreshold, KGetInertiaTensor, KGetMass, KGetRBQuaternion, KGetRestitution, KGetRigidBodyState, KGetSkelMass, KilledBy, KImpact, KIsAwake, KIsRagdollAvailable, KMakeRagdollAvailable, KRBVecFromVector, KRBVecToVector, KRemoveAllBoneLifters, KRemoveLifterFromBone, KSetActorGravScale, KSetBlockKarma, KSetCOMOffset, KSetDampingProps, KSetFriction, KSetImpactThreshold, KSetInertiaTensor, KSetMass, KSetRestitution, KSetSkelVel, KSetStayUpright, KSetStayUprightParams, KSkelConvulse, KSleep, KUpdateState, KVelDropBelow, KWake, Landed, LaunchPawn, LaunchPawnDamage, LinkMesh, LinkSkelAnim, LockRootMotion, LoopAnim, LostChild, MakeColor, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, NearSpot, NotifyTeamEnergyStatus, OnlyAffectPawns, OnUnuse, OnUse, PauseAudio, PhysicsVolumeChange, PlayAnim, PlayerCanSeeMe, PlayFeedbackEffect, PlayMusic, PlayOwnedSound, PlaySound, PlayTeleportEffect, PostBeginPlay, PostNetBeginPlay, PostNetReceive, PostTeleport, PostTouch, PreBeginPlay, PreTeleport, RadarAddActor, RadarRemoveActor, RadiusActors, RenderOverlays, RenderTexture, ReplaceText, Reset, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetClassStatic, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetKillerController, SetLocation, SetNetDirty, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTeam, SetTimer, Sleep, Spawn, SpecialHandling, StartInterpolation, StopAllMusic, StopAnimating, StopFeedbackEffect, StopMusic, string, SuggestFallVelocity, TakeDamage, TestLocation, Tick, Timer, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnClock, UnPauseAudio, UnTouch, UnTrigger, UntriggerEvent, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes, UsedBy, VisibleActors, VisibleCollidingActors, ZapActor, ZoneChange

States Summary
Firing Source code
simulated state Firing
BeginState, EndState
Idle Source code
simulated state Idle


Variables Detail

AdjustedAim Source code

var Rotator AdjustedAim;

bAmbientFireSound Source code

var bool bAmbientFireSound;

BarrelNumber Source code

var int BarrelNumber;

BarrelOffset Source code

var vector BarrelOffset;

BaseMesh Source code

var StaticMesh BaseMesh;

bAutoFire Source code

var bool bAutoFire;

bForceAltFire Source code

var bool bForceAltFire;

bForceFire Source code

var bool bForceFire;

bGlowing Source code

var bool bGlowing;

bInstantHit Source code

var bool bInstantHit;

bPendingAltFire Source code

var bool bPendingAltFire;

bPendingFire Source code

var bool bPendingFire;

bRapidFire Source code

var bool bRapidFire;

bRepeatFire Source code

var bool bRepeatFire;

bSteadyToggle Source code

var bool bSteadyToggle;

bUseMe Source code

var bool bUseMe;

Crosshair Source code

var string Crosshair;

Damage Source code

var int Damage;

DisplayFOV Source code

var float DisplayFOV;

DriverViewMesh Source code

var StaticMesh DriverViewMesh;

EnergyCost Source code

var float EnergyCost;

FireOffset Source code

var Vector FireOffset;

FirePitch Source code

var range FirePitch;

FireSound Source code

var sound FireSound;

FireTime Source code

var float FireTime;

FireTimer Source code

var float FireTimer;

FiringOffset Source code

var vector FiringOffset;

FiringSpeed Source code

var float FiringSpeed;

Instigator Source code

var Pawn Instigator;

LastTargetName Source code

var string LastTargetName;

MaxRange Source code

var float MaxRange;

MomentumTransfer Source code

var float MomentumTransfer;

MyCabViewModel Source code

var XMPVehicleCabViewModel MyCabViewModel;

MyDamageType Source code

var class<DamageType> MyDamageType;

MyFlashCount Source code

var byte MyFlashCount;

MyTurret Source code

var XMPVehicleTurret MyTurret;

NameColor Source code

var Color NameColor;

OfflineSound Source code

var sound OfflineSound;

OldWeaponStateFiring Source code

var bool OldWeaponStateFiring;

OldWeaponStateIdle Source code

var bool OldWeaponStateIdle;

OwnedBySVehicle Source code

var bool OwnedBySVehicle;

ProjectileClass Source code

var class<Projectile> ProjectileClass;

ProjectileFireStartLocation Source code

var vector ProjectileFireStartLocation;

RefireRate Source code

var float RefireRate;

ShakeMag Source code

var float ShakeMag;

ShakeTime Source code

var float ShakeTime;

StopFiringTime Source code

var float StopFiringTime;

synchronized Source code

var bool synchronized;

TempTimer Source code

var float TempTimer;

TraceAccuracy Source code

var float TraceAccuracy;

TraceDist Source code

var float TraceDist;

TraceFireStartLocation Source code

var vector TraceFireStartLocation;

TraceSpread Source code

var float TraceSpread;

WarnTargetPct Source code

var float WarnTargetPct;

WeaponStateFiring Source code

var bool WeaponStateFiring;

WeaponStateIdle Source code

var bool WeaponStateIdle;

XMPVehicleBarrel

BarrelBone Source code

var(XMPVehicleBarrel) name BarrelBone;

BloodEffect Source code

var(XMPVehicleBarrel) class<Actor> BloodEffect;

DirtEffect Source code

var(XMPVehicleBarrel) class<Actor> DirtEffect;

SparkEffect Source code

var(XMPVehicleBarrel) class<Actor> SparkEffect;

TargetableTypes Source code

var(XMPVehicleBarrel) array<name> TargetableTypes;


Functions Detail

AdjustProjectileAim Source code

function bool AdjustProjectileAim ( bool bAltFire, class<Projectile> ProjectileClass, vector projStart, float FireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash )

AdjustTraceAim Source code

function bool AdjustTraceAim ( float projSpeed, vector projStart, float FireSpread, bool bLeadTarget, bool bWarnTarget, bool bTossed, bool bTrySplash )

Ammo_GetDamageRadius Source code

function float Ammo_GetDamageRadius ( )

Ammo_ProcessTraceHit Source code

function Ammo_ProcessTraceHit ( Actor Other, Vector HitLocation, Vector HitNormal )

Ammo_ShakeView Source code

simulated function Ammo_ShakeView ( )

Ammo_SpawnProjectile Source code

function Projectile Ammo_SpawnProjectile ( vector Start, rotator Dir )

AuthorityFire Source code

function AuthorityFire ( )

BeginState Firing Source code

simulated event BeginState ( )

bool Source code

function interface bool ( ( )

bool Source code

function interface bool ( ( )

bool Source code

function interface bool ( ( )

ClientKDriverEnter Source code

simulated function ClientKDriverEnter ( PlayerController pc, int PassengerNum, Pawn p )

ClientKDriverLeave Source code

simulated function ClientKDriverLeave ( PlayerController pc, Rotator exitLookDir )

ClientReStart Source code

function ClientReStart ( )

Destroyed Source code

simulated function Destroyed ( )

EncroachedBy Source code

simulated event EncroachedBy ( actor Other )

EndState Firing Source code

simulated event EndState ( )

EverywhereFire Source code

simulated function EverywhereFire ( )

ExecuteFire Source code

simulated function ExecuteFire ( optional bool bAltFire )

EyePosition Source code

function vector EyePosition ( )

Fire Source code

function Fire ( optional float F )

float Source code

function interface float ( ( )

float Source code

function interface float ( ( )

FocusOnLeader Source code

function bool FocusOnLeader ( bool bLeaderFiring )

GetFireStart Source code

simulated function vector GetFireStart ( vector X, vector Y, vector Z )

GetHumanReadableName Source code

simulated function string GetHumanReadableName ( )

GetProjSpeed Source code

function float GetProjSpeed ( bool bAlt )

GetWeaponBoneFor Source code

function name GetWeaponBoneFor ( Inventory I )

HandleTraceImpact Source code

function HandleTraceImpact ( Actor Other, vector HitLocation, vector HitNormal )

HideCrosshair Source code

simulated function HideCrosshair ( )

IncrementFlashCount Source code

simulated function IncrementFlashCount ( )

int Source code

function interface int ( ( )

int Source code

function interface int ( ( )

int Source code

function interface int ( ( )

int Source code

function interface int ( ( )

int Source code

function interface int ( ( )

int Source code

function interface int ( ( )

int Source code

function interface int ( ( )

IsFiring Source code

function bool IsFiring ( )

PawnAgentEvent Source code

simulated function PawnAgentEvent ( name InEventName )

PlayFiring Source code

simulated function PlayFiring ( optional float Rate, optional name FiringMode )

PlayWeaponSound Source code

function PlayWeaponSound ( sound Sound, optional float Pitch )

PointOfView Source code

simulated function bool PointOfView ( )

PossessedBy Source code

function PossessedBy ( Controller C )

PostBeginPlay Source code

function PostBeginPlay ( )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( )

postnetreceive Source code

simulated event postnetreceive ( )

PostSetAimingParameters Source code

function PostSetAimingParameters ( bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash )

PreBeginPlay Source code

simulated event PreBeginPlay ( )

PreSetAimingParameters Source code

function bool PreSetAimingParameters ( bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash )

ProjectileFire Source code

function Projectile ProjectileFire ( )

RangedAttackTime Source code

function float RangedAttackTime ( )

RecommendRangedAttack Source code

function bool RecommendRangedAttack ( )

SendEvent Source code

simulated function SendEvent ( string EventName )

ServerFire Source code

function ServerFire ( optional bool bAltFire )

ServerRapidFire Source code

function ServerRapidFire ( optional bool bAltFire )

ServerStopFiring Source code

function ServerStopFiring ( )

SetFireStartLocations Source code

function SetFireStartLocations ( )

SpecialCalcView Source code

simulated function bool SpecialCalcView ( out actor ViewActor, out vector CameraLocation, out rotator CameraRotation )

StopFiring Source code

simulated function StopFiring ( )

string Source code

function interface string ( ( )

string Source code

function interface string ( ( )

string Source code

function interface string ( ( )

string Source code

function interface string ( ( )

SyncParts Source code

simulated function SyncParts ( )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, class<DamageType> damageType )

ThirdPersonEffects Source code

simulated event ThirdPersonEffects ( )

Tick Source code

Simulated function Tick ( float DeltaTime )

TraceFire Source code

function TraceFire ( float TraceSpread )

UnPossessed Source code

function UnPossessed ( )

WeaponAdjustAim Source code

function bool WeaponAdjustAim ( bool bAltFire, bool bInstant, float FireSpread, class<projectile> ProjClass, bool bWarnTarget, bool bTrySplash )


Defaultproperties

defaultproperties
{
    bUseMe=True
    BarrelBone="Turret1"
    EnergyCost=0.000500
    bRepeatFire=True
    bSimGravityDisabled=True
    bCanPickupInventory=False
    bSpecialCalcView=True
    bUseEnabled=False
    bShowRadar=False
    ControllerClass=None
    LandMovementState="PlayerDriving"
    RadarRotationOffset=-16384
    DrawType=DT_StaticMesh
    bStasis=False
    bCanBeBaseForPawns=True
    bIgnoreEncroachers=True
    bReplicateMovement=False
    bUpdateSimulatedPosition=False
    bHardAttach=True
    bOwnerNoSee=False
    bCollideWorld=False
    bBlockActors=False
    bBlockPlayers=False
    bNetNotify=True
}

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Creation time: Tue 27/4/2010 03:12:41.447 - Created with UnCodeX