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# Gameplay.AimFunctions

Extends
  Object

    Core.Object
    |
    +-- Gameplay.AimFunctions

#### Direct Known Subclasses:

> AimArcWeapons, AimProjectileWeapons

Constants Summary
DAMAGECHECK_RADIUS_BUFFER | = | 100
MAX_BLASTER_RANGE | = | 2500
MAX_GRENADE_LAUNCHER_RANGE | = | 5000
MAX_PROJECTILE_TRAVEL_TIME | = | 100

Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Transactional, RF_Transient, RF_Unnamed

Variables Summary

Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[6], Outer

Enumerations Summary

Inherited Enumerations from Core.Object
EAxis, ECamOrientation, ESheerAxis

Structures Summary

Inherited Structures from Core.Object
BoundingVolume, Box, Color, CompressedPosition, Coords, GameSpyServerData, Guid, IntegerRange, InterpCurve, InterpCurvePoint, MatCoords, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, Vector

Functions Summary
| Vector | getAimLocation (Weapon weapon, Pawn target, optional float leadScale)
| float | getLeadScale (Weapon weapon ))
| float | getMaxEffectiveRange (class weaponClass ))
| float | getProjectileDamageRadius (class projectileClass ))
| Vector | getProjectileVelocity (Weapon weapon, Vector aimLocation ))
| Actor | getThingHit (out Vector hitLocation, out float timeToHit, Weapon weapon, Vector projVelocity)
| float | getTimeToHitTarget (Weapon weapon, Pawn target ))
| Actor | obstacleInPath (out Vector hitLocation, out float timeToHit, Pawn target, Weapon weapon, Vector aimLocation ))
| float | projectileTimeToTarget (Weapon weapon, Pawn target ))
| bool | willHurt (Weapon weapon, Pawn target, Vector hitLocation, float timeToHit ))

Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AllClasses, AllEditableProperties, Allocate, AllProperties, AppSeconds, Asc, Asin, AssertWithDescription, Atan, BeginState, CanSLog, Caps, Chr, Clamp, ClassConstruct, ClassIsChildOf, ClockwiseFrom, CommonBase, Construct, Cos, Cross, DecodeFromURL, Disable, Div, Dot, DynamicFindObject, DynamicLoadObject, Enable, EncodeForURL, EndState, Eval, Exp, FClamp, FindObject, FlushConfig, FMax, FMin, FRand, GetAxes, GetBuildNumber, GetEnum, GetMinCompatibleBuildNumber, GetPropertyText, GetStateName, GetSuperClass, GetUnAxes, GotoState, Hash, HasUnicode, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Inverse, Invert, IsA, IsInState, IsNearlyZero, IsUTracing, IsValidForURL, IsZero, Left, Len, Lerp, Localize, Locs, Log, Loge, LogGuardStack, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, NullReferences, OrthoRotation, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatToRotator, Rand, RandRange, Repl, replaceStr, ResetConfig, Right, RotRand, SaveConfig, SetPropertyText, SetUTracing, Sin, Sleep, SLog, Smerp, Split, Sqrt, Square, StaticSaveConfig, StrCmp, Tan, VDist, VDistSquared, VRand, VSize, VSize2D, VSizeSquared, VSizeSquared2D, Warn, ^, ^^, |, ||, ~, ~=

Constants Detail

#### DAMAGECHECK_RADIUS_BUFFER Source code

const DAMAGECHECK_RADIUS_BUFFER = 100;

#### MAX_BLASTER_RANGE Source code

const MAX_BLASTER_RANGE = 2500;

#### MAX_GRENADE_LAUNCHER_RANGE Source code

const MAX_GRENADE_LAUNCHER_RANGE = 5000;

#### MAX_PROJECTILE_TRAVEL_TIME Source code

const MAX_PROJECTILE_TRAVEL_TIME = 100;

Functions Detail

#### getAimLocation Source code

static function Vector getAimLocation ( Weapon weapon, Pawn target, optional float leadScale )

#### getLeadScale Source code

static function float getLeadScale ( Weapon weapon ) )

#### getMaxEffectiveRange Source code

static function float getMaxEffectiveRange ( class<Weapon> weaponClass ) )

#### getProjectileDamageRadius Source code

static function float getProjectileDamageRadius ( class<Projectile> projectileClass ) )

#### getProjectileVelocity Source code

static function Vector getProjectileVelocity ( Weapon weapon, Vector aimLocation ) )

#### getThingHit Source code

static function Actor getThingHit ( out Vector hitLocation, out float timeToHit, Weapon weapon, Vector projVelocity )

#### getTimeToHitTarget Source code

static function float getTimeToHitTarget ( Weapon weapon, Pawn target ) )

#### obstacleInPath Source code

static function Actor obstacleInPath ( out Vector hitLocation, out float timeToHit, Pawn target, Weapon weapon, Vector aimLocation ) )

#### projectileTimeToTarget Source code

static function float projectileTimeToTarget ( Weapon weapon, Pawn target ) )

#### willHurt Source code

static function bool willHurt ( Weapon weapon, Pawn target, Vector hitLocation, float timeToHit ) )

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Creation time: st 23.5.2018 00:10:26.413 - Created with UnCodeX