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# Gameplay.Burner

Extends
  Weapon

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

Variables Summary
bool | bControllableSkinSet
Shader | dialShader
ControllableTexturePanner | dialTexPanner
Burner
int | dialMaterialIndex
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

Inherited Variables from Gameplay.Equippable
animClass, animPrefix, attemptedAttach, automaticallyHold, bFirstPersonUseTrace, bIsFirstPerson, bMeshChangeOK, bPlayedCharacterEquipAnim, demoFireCount, equipDuration, equipDurationCounter, equippablePos, equipped, equippedArmAnim, fireCount, fireState, firstPersonAltMesh, firstPersonAltOffset, firstPersonAltTraceExtent, firstPersonAltTraceLength, firstPersonBobMultiplier, firstPersonInterpCurrent, firstPersonInterpStep, firstPersonInterpTarget, firstPersonMesh, firstPersonOffset, firstPersonTraceExtent, firstPersonTraceLength, localDemoFireCount, localFireCount, releaseFireState, rookMotor, rookOwner, startEquippingTime, thirdPersonAltMesh, thirdPersonAltStaticMesh, thirdPersonAttachmentBone, thirdPersonAttachmentOffset, thirdPersonMesh, thirdPersonStaticMesh, unequipDuration

Functions Summary
|  | buildControllableSkins ()))
| bool | canFire ()))
| bool | hasAmmo ()))
|  | setControllableSkins ()))
|  | setHasAmmoSkins ()))
|  | Tick (float DeltaTime))
|  | useAmmo ()))

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

Inherited Functions from Gameplay.Equippable
armsFirstPersonStatus, attachWeaponHack, BeginState, calculateInterpolation, canUnequip, checkFireCount, drawDebug, EndState, equip, fire, firstPersonStatus, getFirstPersonOffset, handleFire, handleReleaseFire, initialiseRookMotor, keepArms, moveWeapon, onMessage, onThirdPersonFireCount, pickup, playEquipAnim, playIdleAnim, playUnequipAnim, PostBeginPlay, PostNetBeginPlay, PrecacheEquippableRenderData, releaseFire, selectMesh, sendServerRequestFire, sendServerRequestReleaseFire, setDroppedMesh, setFirstPersonOffset, setMovementReplication, setupFirstPerson, setupThirdPerson, shouldHide, shouldPlayEquipAnim, Tick, unEquip, UpdatePrecacheRenderData, useAlternateMesh

Variables Detail

#### bControllableSkinSet Source code

var bool bControllableSkinSet;

#### dialShader Source code

var Shader dialShader;

#### dialTexPanner Source code

var ControllableTexturePanner dialTexPanner;

### Burner

#### dialMaterialIndex Source code

var(Burner) int dialMaterialIndex;

#### energyUsage Source code

var(Burner) float energyUsage;

> The amount of energy to use when fired

Functions Detail

#### buildControllableSkins Source code

simulated function buildControllableSkins ( ) )

#### canFire Source code

simulated function bool canFire ( ) )

#### hasAmmo Source code

simulated function bool hasAmmo ( ) )

#### setControllableSkins Source code

simulated function setControllableSkins ( ) )

#### setHasAmmoSkins Source code

simulated function setHasAmmoSkins ( ) )

#### Tick Source code

simulated function Tick ( float DeltaTime) )

#### useAmmo Source code

function useAmmo ( ) )

Defaultproperties

    defaultproperties
    {
    	dialMaterialIndex = 3

    	firstPersonMesh = Mesh'Weapons.Blaster'
    	firstPersonOffset = (X=-33,Y=22,Z=-15)

    	roundsPerSecond = 1.0
    	energyUsage = 20
    	ammoUsage = 0

    	projectileClass = class'BurnerProjectile'
    	projectileVelocity = 3000
    	projectileInheritedVelFactor = 1.0

    	aimClass = class'AimProjectileWeapons'
    	animClass = class'CharacterEquippableAnimator'

    	animPrefix = "Burner"
    }

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Creation time: st 23.5.2018 00:10:28.634 - Created with UnCodeX