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Function Summary |
simulated |
AltFire(float Value)
/* AltFire()
Weapon mode change.
*/ |
float |
AmmoStatus()
//_____________________________________________________________________________
//return percent of full ammo (0 to 1 range)
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simulated |
AnimEnd(int Channel) |
simulated |
BringUp()
//_____________________________________________________________________________
|
simulated |
BringUpNoSlave()
//_____________________________________________________________________________
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void |
CauseAltFire() |
simulated |
ClientFinish() |
void |
ClientForceReload() |
void |
ClientReLoad()
//_____________________________________________________________________________
// Need this to force the server to reload.
|
simulated |
ClientWeaponSet(bool bOptionalSet)
//_____________________________________________________________________________
// Compare self to current weapon. If better than current weapon, then switch
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simulated |
DisplayDebug(Canvas Canvas, out float, out float)
//_____________________________________________________________________________
// list important controller attributes on canvas
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void |
DropFrom(vector StartLocation)
//_____________________________________________________________________________
// Toss this weapon out
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void |
Finish()
// Finish a sequence
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simulated |
Fire(float Value) |
simulated |
ForceReload()
/* Force reloading even though clip isn't empty. Called by player controller exec function,
and implemented in idle state */ |
string |
GetAmmoText(out int)
//_____________________________________________________________________________
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vector |
GetFireStart(vector X, vector Y, vector Z)
//_____________________________________________________________________________
simulated |
vector |
GetFireStart(vector X, vector Y, vector Z)
//_____________________________________________________________________________
simulated |
vector |
GetFireStart(vector X, vector Y, vector Z)
//_____________________________________________________________________________
simulated |
simulated |
GiveAltAmmo(Pawn Other)
//_____________________________________________________________________________
// ELR ADD Possibility that PickUpAmmoCount < ReLoadCount (else Bug)
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void |
GiveAmmo(Pawn Other)
//_____________________________________________________________________________
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void |
GiveTo(Pawn Other)
//_____________________________________________________________________________
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bool |
HandlePickupQuery(Pickup Item)
//_____________________________________________________________________________
// If picking up another weapon of the same class, add its ammo.
// If ammo count was at zero, check if should auto-switch to this weapon.
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bool |
HasAltAmmo()
//_____________________________________________________________________________
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bool |
HasAmmo()
/*
simulated |
bool |
HasAmmo()
/*
simulated |
bool |
HasSilencer()
//_____________________________________________________________________________
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simulated |
IncrementAltFlashCount()
//_____________________________________________________________________________
//Tell WeaponAttachment to cause client side weapon firing effects
|
simulated |
IncrementFlashCount()
//_____________________________________________________________________________
//Tell WeaponAttachment to cause client side weapon firing effects
// 473 |
simulated |
IncrementReloadClientCount()
//_____________________________________________________________________________
//Tell WeaponAttachment to cause client side weapon firing effects
|
simulated |
LocalFire() |
bool |
NeedsToReload() |
void |
NewWeaponNotify(Pawn Other)
//_____________________________________________________________________________
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Weapon |
NextWeapon(Weapon CurrentChoice, Weapon CurrentWeapon)
//_____________________________________________________________________________
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Weapon |
PrevWeapon(Weapon CurrentChoice, Weapon CurrentWeapon)
//_____________________________________________________________________________
// Find the previous weapon (using the Inventory group)
|
void |
ProjectileFire()
{
if ( bZoomed )
return (Instigator.Location + Instigator.EyePosition() + FireOffset.X * X);
else
return (Instigator.Location + Instigator.EyePosition() + FireOffset.X * X + FireOffset.Y * Y + FireOffset.Z * Z);
}
*/ |
float |
RateSelf()
//_____________________________________________________________________________
// sets appropriate weapon configuration, and returns rating based on that configuration
|
Weapon |
RecommendWeapon(out float) |
simulated |
RenderSlaveOverlays(Canvas Canvas)
//_____________________________________________________________________________
// If this is called then just setup pos & render because primary weapon is already rendered
|
bool |
RepeatFire()
//**************************************************************************************
//
// Firing functions and states
//
|
simulated |
RumbleFX()
//_____________________________________________________________________________
// Prototype
|
void |
ServerAltFire() |
void |
ServerFire() |
void |
ServerForceReload() |
void |
ServerRapidFire() |
void |
ServerReLoad()
//_____________________________________________________________________________
// Need this to force the server to reload.
|
void |
ServerStopFiring() |
simulated |
SetHand(float Hand)
//_____________________________________________________________________________
// set which hand is holding weapon
|
void |
SetUpDual(Weapon Dual, Pawn other)
//_____________________________________________________________________________
|
simulated |
SetupMuzzleFlash()
//_____________________________________________________________________________
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bool |
ShouldDrawCrosshair(optional Canvas)
//_____________________________________________________________________________
|
simulated |
SlaveBringUp()
//_____________________________________________________________________________
|
simulated |
SlaveFire()
//_____________________________________________________________________________
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void |
StaticParseDynamicLoading(LevelInfo MyLI)
//_____________________________________________________________________________
|
float |
SwitchPriority()
// Return the switch priority of the weapon (normally AutoSwitchPriority, but may be
// modified by environment (or by other factors for bots)
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void |
TraceFire(float Accuracy, float YOffset, float ZOffset) |
void |
Transfer(Pawn Other)
//_____________________________________________________________________________
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Weapon |
WeaponChange(byte F)
//_____________________________________________________________________________
// Change weapon to that specificed by F matching inventory weapon's Inventory Group.
|
Weapon |
WeaponSelect(byte F)
//_____________________________________________________________________________
// ELR New function from WeaponChange to avoid potential bugs (this is to be used for SelectWeapon bind)
|