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# Gameplay.AntiAircraftWeapon

Extends
  TurretWeapon

    Core.Object
    |
    +-- Engine.Actor
       |
       +-- Gameplay.Equipment
          |
          +-- Gameplay.Equippable
             |
             +-- Gameplay.Weapon
                |
                +-- Gameplay.TurretWeapon
                   |
                   +-- Gameplay.AntiAircraftWeapon

Variables Summary
AntiAircraftWeapon
float | energyUsage

Inherited Variables from Gameplay.Weapon
AIAccelerationModifier, aimClass, AIspread, ammoCount, ammoUsage, bBeingSwitched, bFiredWeapon, bGenerateMissSpeechEvents, bMelee, bNeedIdleFX, emptyMaterials, fireAnimation, fireAnimSubString, fireOnce, hudReticule, hudReticuleCenterX, hudReticuleCenterY, hudReticuleHeight, hudReticuleWidth, lastFireTime, localAmmoCount, localPickupDelay, noAmmo, pickupDelay, projectileClass, projectileInheritedVelFactor, projectileSpawnBone, projectileSpawnOffset, projectileVelocity, roundsPerSecond, speedPackScale, startEquippingTime

Functions Summary
| bool | canFire ()))
|  | FireWeapon ()))
| bool | hasAmmo ()))
|  | onThirdPersonFireCount ()))
|  | useAmmo ()))

Inherited Functions from Gameplay.TurretWeapon
onThirdPersonFireCount

Inherited Functions from Gameplay.Weapon
addSpeedPackScale, AIAimTrace, aimTrace, allowPrompt, altFire, applyPickupDelay, attemptFire, BeginState, calcProjectileSpawnLocation, canExpire, canFire, canPickup, Destroyed, doSwitch, drawDebug, droppedByCharacter, EndState, extractFirstPersonMeshData, fire, firedEffectProcessing, FireEmpty, fireRatePassed, FireWeapon, getAimAdjustedViewRotation, getAimRotation, getMaxAmmo, getPredictedProjectileGravity, GetProjectileSpreadScale, handleReleaseFire, hasAmmo, heldByCharacter, increaseAmmo, initialiseVelocity, makeProjectile, needPrompt, onThirdPersonFireCount, pickup, playCharacterFireAnim, playEquipAnim, playIdleAnim, playPostFireAnim, playUnequipAnim, PostNetBeginPlay, PostNetReceive, PrecacheWeaponRenderData, releaseAltFire, removeSpeedPackScale, requestEquipmentDrop, setHasAmmoSkins, setOutOfAmmo, setupFirstPerson, Tick, TickFirePressed, TriggerWeaponEffect, UpdatePrecacheRenderData, useAmmo, willHurtFriendly

Variables Detail

### AntiAircraftWeapon

#### energyUsage Source code

var(AntiAircraftWeapon) float energyUsage;

Functions Detail

#### canFire Source code

simulated function bool canFire ( ) )

#### FireWeapon Source code

simulated protected function FireWeapon ( ) )

#### hasAmmo Source code

simulated function bool hasAmmo ( ) )

#### onThirdPersonFireCount Source code

simulated function onThirdPersonFireCount ( ) )

#### useAmmo Source code

function useAmmo ( ) )

Defaultproperties

    defaultproperties
    {
    	firstPersonMesh = Mesh'Weapons.TurretBuggyFPS'
    	firstPersonOffset = (X=0,Y=0,Z=0)

    	roundsPerSecond = 2
    	ammoCount = 200
    	ammoUsage = 1

    	projectileClass = class'AntiAircraftProjectile'
    	projectileVelocity = 2600
    	projectileInheritedVelFactor = 0.5

    	aimClass = class'AimProjectileWeapons'

    	energyUsage = 20

    	bFirstPersonUseTrace = false

    	fireAnimation = Fire1
    }

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Creation time: st 23.5.2018 00:10:28.235 - Created with UnCodeX