Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Vehicles.LowlandsRoundhouseTurretBarrel

Extends
XMPStationaryTurretBarrel
Modifiers
notplaceable

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.function
      |   
      +-- Engine.XMPVehicleBarrel
         |   
         +-- Vehicles.XMPStationaryTurretBarrel
            |   
            +-- Vehicles.LowlandsRoundhouseTurretBarrel

Variables Summary
VectorBarrel1End
VectorBarrel2End
RotatorFlashRotation
ParticleGeneratorMuzzle1damage
ParticleGeneratorMuzzle1flash
ParticleGeneratorMuzzle2damage
ParticleGeneratorMuzzle2flash
Inherited Variables from Engine.XMPVehicleBarrel
AdjustedAim, bAmbientFireSound, BarrelBone, BarrelNumber, BarrelOffset, BaseMesh, bAutoFire, bForceAltFire, bForceFire, bGlowing, bInstantHit, BloodEffect, bPendingAltFire, bPendingFire, bRapidFire, bRepeatFire, bSteadyToggle, bUseMe, Crosshair, Damage, DirtEffect, DisplayFOV, DriverViewMesh, EnergyCost, FireOffset, FirePitch, FireSound, FireTime, FireTimer, FiringOffset, FiringSpeed, Instigator, LastTargetName, MaxRange, MomentumTransfer, MyCabViewModel, MyDamageType, MyFlashCount, MyTurret, NameColor, OfflineSound, OldWeaponStateFiring, OldWeaponStateIdle, OwnedBySVehicle, ProjectileClass, ProjectileFireStartLocation, RefireRate, ShakeMag, ShakeTime, SparkEffect, StopFiringTime, synchronized, TargetableTypes, TempTimer, TraceAccuracy, TraceDist, TraceFireStartLocation, TraceSpread, WarnTargetPct, WeaponStateFiring, WeaponStateIdle

Functions Summary
function Destroyed ()
functionfloat GetProjSpeed (bool bAlt)
function OnUse (Actor User)
function PlayFiring (optional float Rate, optional name FiringMode)
function PostBeginPlay ()
function PostNetBeginPlay ()
Inherited Functions from Vehicles.XMPStationaryTurretBarrel
GetAimRotation
Inherited Functions from Engine.XMPVehicleBarrel
AdjustProjectileAim, AdjustTraceAim, Ammo_GetDamageRadius, Ammo_ProcessTraceHit, Ammo_ShakeView, Ammo_SpawnProjectile, AuthorityFire, BeginState, bool, ClientKDriverEnter, ClientKDriverLeave, ClientReStart, Destroyed, EncroachedBy, EndState, EverywhereFire, ExecuteFire, EyePosition, Fire, float, FocusOnLeader, GetFireStart, GetHumanReadableName, GetProjSpeed, GetWeaponBoneFor, HandleTraceImpact, HideCrosshair, IncrementFlashCount, int, IsFiring, PawnAgentEvent, PlayFiring, PlayWeaponSound, PointOfView, PossessedBy, PostBeginPlay, PostNetBeginPlay, postnetreceive, PostSetAimingParameters, PreBeginPlay, PreSetAimingParameters, ProjectileFire, RangedAttackTime, RecommendRangedAttack, SendEvent, ServerFire, ServerRapidFire, ServerStopFiring, SetFireStartLocations, SpecialCalcView, StopFiring, string, SyncParts, TakeDamage, ThirdPersonEffects, Tick, TraceFire, UnPossessed, WeaponAdjustAim


Variables Detail

Barrel1End Source code

var Vector Barrel1End;

Barrel2End Source code

var Vector Barrel2End;

FlashRotation Source code

var Rotator FlashRotation;

Muzzle1damage Source code

var ParticleGenerator Muzzle1damage;

Muzzle1flash Source code

var ParticleGenerator Muzzle1flash;

Muzzle2damage Source code

var ParticleGenerator Muzzle2damage;

Muzzle2flash Source code

var ParticleGenerator Muzzle2flash;


Functions Detail

Destroyed Source code

simulated function Destroyed ( )

GetProjSpeed Source code

function float GetProjSpeed ( bool bAlt )

OnUse Source code

function OnUse ( Actor User )

PlayFiring Source code

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

PostBeginPlay Source code

simulated function PostBeginPlay ( )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( )


Defaultproperties

defaultproperties
{
    BarrelOffset=(X=-124.564003)
    FiringOffset=(X=134.000000)
    FireTime=0.100000
    ShakeMag=2.000000
    ShakeTime=0.250000
    bAmbientFireSound=True
    bRapidFire=True
    TraceSpread=3.000000
    MomentumTransfer=2000.000000
    MyDamageType=Class'U2.RoundHouseMGDamage'
    FireOffset=(X=42.000000,Y=9.000000,Z=-34.000000)
    Crosshair="Crosshair_Pistol"
    StaticMesh=StaticMesh'Arch_TurretsM.Small.RoundhouseTurretGunsCannons'
    bUsable=True
     AlternateSkins(0)=Shader'XMPWorldItemsT.DeployPoint.TeamSkinGlow_Red'
     AlternateSkins(1)=Shader'XMPWorldItemsT.DeployPoint.TeamSkinGlow_Blue'
    RepSkinIndex=1
    bUnlit=True
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: Tue 27/4/2010 03:12:37.494 - Created with UnCodeX