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# Gameplay.Weapon

Extends
  Equippable
Modifiers
  config ( Weapons ) native

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

#### Direct Known Subclasses:

> AssaultShipWeapon, Blaster, Buckler, Burner, Chaingun, ChargeUpWeapon, EnergyBlade, GloraxMeleeWeapon, GloraxWeapon, Grappler, GrenadeLauncher, Mortar, PodWeapon, RocketPod, SniperRifle, Spinfusor, TankWeapon, tmodWeaponPointer, TurretWeapon

Variables Summary
float | AIAccelerationModifier
class<AimFunctions> | aimClass
Rotator | AIspread
bool | bBeingSwitched
bool | bFiredWeapon
bool | bGenerateMissSpeechEvents
name | fireAnimation
bool | fireOnce
float | lastFireTime
int | localAmmoCount
bool | localPickupDelay
bool | noAmmo
bool | pickupDelay
Vector | projectileSpawnOffset
float | speedPackScale
float | startEquippingTime
Weapon
int | ammoCount
int | ammoUsage
bool | bMelee
bool | bNeedIdleFX
Array<Material> | emptyMaterials
string | fireAnimSubString
Material | hudReticule
float | hudReticuleCenterX
float | hudReticuleCenterY
float | hudReticuleHeight
float | hudReticuleWidth
class<Projectile> | projectileClass
float | projectileInheritedVelFactor
name | projectileSpawnBone
float | projectileVelocity
float | roundsPerSecond

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

Inherited Variables from Gameplay.Equipment
attentionFXDuration, attentionFXMaterial, attentionFXSpacing, attentionLeft, awaitingPickupPhysics, bCanDrop, bCanPickup, bDropped, bHeld, bPlayPickupSound, droppedElasticity, dropVelocity, heldStartState, hudIcon, hudIconCoords, hudRefireIcon, hudRefireIconCoords, infoString, inventoryIcon, localizedName, next, nextAttentionTime, pickupProxy, pickupRadius, prev, prompt, sensorUpdateFlag, spawnPoint

Functions Summary
|  | addSpeedPackScale (float scale))
| Actor | AIAimTrace (out Vector hitLocation, out Vector hitNormal, Vector traceStart, Vector traceEnd)
|  | aimTrace (out Vector hitLocation, Vector traceStart, Vector traceDirection)
| bool | allowPrompt (Character potentialOwner))
| bool | altFire (optional bool _fireOnce))
|  | applyPickupDelay ()))
|  | attemptFire ())) FirePressed
|  | BeginState ())) Dropped
|  | BeginState ())) FirePressed
|  | BeginState ())) FireReleased
|  | BeginState ())) Held
|  | BeginState ())) Idle
| Vector | calcProjectileSpawnLocation (Rotator fireRot))
| bool | canExpire ()))
| bool | canFire ()))
| bool | canPickup (Character potentialOwner))
|  | Destroyed ()))
|  | doSwitch (Character newOwner))
|  | drawDebug (HUD debugHUD)
|  | droppedByCharacter (Character c))
|  | EndState ())) Idle
|  | extractFirstPersonMeshData ()))
| bool | fire (optional bool _fireOnce))
|  | firedEffectProcessing ()))
|  | FireEmpty ())) Empty
| bool | fireRatePassed ()))
|  | FireWeapon ()))
| rotator | getAimAdjustedViewRotation (PlayerController pc, Vector fireLoc))
| Rotator | getAimRotation (Vector fireLoc))
| int | getMaxAmmo ()))
| float | getPredictedProjectileGravity ()))
| float | GetProjectileSpreadScale ()))
| bool | handleReleaseFire ())) Empty
| bool | hasAmmo ()))
|  | heldByCharacter (Character c))
| int | increaseAmmo (int quantity))
|  | initialiseVelocity (Projectile p, Vector InitialVelocity))
| Projectile | makeProjectile (Rotator fireRot, Vector fireLoc))
| bool | needPrompt (Character potentialOwner))
|  | onThirdPersonFireCount ()))
|  | pickup (Character newOwner))
|  | playCharacterFireAnim ()))
|  | playEquipAnim ()))
|  | playIdleAnim ()))
|  | playPostFireAnim ()))
|  | playUnequipAnim ()))
|  | PostNetBeginPlay ()))
|  | PostNetReceive ()))
|  | PrecacheWeaponRenderData (LevelInfo Level, class<Weapon> WeaponClass))
| bool | releaseAltFire ()))
|  | removeSpeedPackScale ()))
|  | requestEquipmentDrop ()))
|  | setHasAmmoSkins ()))
|  | setOutOfAmmo ()))
|  | setupFirstPerson ()))
|  | Tick (float Delta)) Empty
|  | Tick (float Delta)) FirePressed
|  | TickFirePressed ())) FirePressed
| bool | TriggerWeaponEffect (name EffectEvent))
|  | UpdatePrecacheRenderData ()))
|  | useAmmo ()))
| bool | willHurtFriendly (Vector hitLocation, float timeToHit, bool bDoObstacleCheck ))

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

Inherited Functions from Gameplay.Equipment
allowPrompt, Attach, BeginState, canExpire, canPickup, Destroyed, doSwitch, drop, endHeldByCharacter, EndState, equipmentGone, GetOverlayMaterial, gotoHeldState, HitWall, isInNoDropRangeOfInventoryStation, needPrompt, onMessage, onPickup, onTakenFromSpawnPoint, pickup, PickupProxyTouch, PickupProxyUntouch, PostNetReceive, removeDroppedEquipment, requestEquipmentDrop, setDropLocation, setDropVelocity, setMovementReplication, setup, setupDropped, startHeldByCharacter, Tick, Timer, TravelPreAccept

States Summary

Dropped Source code
simulated state Dropped

BeginState

Empty Source code
simulated state Empty

FireEmpty, handleReleaseFire, Tick

FirePressed Source code
simulated state FirePressed

attemptFire, BeginState, Tick, TickFirePressed

FireReleased Source code
simulated state FireReleased

BeginState

Held Source code
simulated state Held

BeginState

Idle Source code
simulated state Idle

BeginState, EndState

Variables Detail

#### AIAccelerationModifier Source code

var float AIAccelerationModifier;

#### aimClass Source code

var class<AimFunctions> aimClass;

#### AIspread Source code

var Rotator AIspread;

#### bBeingSwitched Source code

var private bool bBeingSwitched;

#### bFiredWeapon Source code

var bool bFiredWeapon;

#### bGenerateMissSpeechEvents Source code

var bool bGenerateMissSpeechEvents;

#### fireAnimation Source code

var name fireAnimation;

#### fireOnce Source code

var bool fireOnce;

#### lastFireTime Source code

var float lastFireTime;

#### localAmmoCount Source code

var int localAmmoCount;

#### localPickupDelay Source code

var private bool localPickupDelay;

#### noAmmo Source code

var bool noAmmo;

#### pickupDelay Source code

var private bool pickupDelay;

#### projectileSpawnOffset Source code

var Vector projectileSpawnOffset;

#### speedPackScale Source code

var float speedPackScale;

#### startEquippingTime Source code

var float startEquippingTime;

### Weapon

#### ammoCount Source code

var(Weapon) travel int ammoCount;

> Weapon's remaining ammo

#### ammoUsage Source code

var(Weapon) int ammoUsage;

> Amount of ammo used per shot

#### bMelee Source code

var(Weapon) bool bMelee;

#### bNeedIdleFX Source code

var(Weapon) bool bNeedIdleFX;

#### emptyMaterials Source code

var(Weapon) editinlineuse Array<Material> emptyMaterials;

#### fireAnimSubString Source code

var(Weapon) string fireAnimSubString;

#### hudReticule Source code

var(Weapon) config Material hudReticule;

> Targetting reticule for this weapon

#### hudReticuleCenterX Source code

var(Weapon) config float hudReticuleCenterX;

> X co-ord on the texture of the hud center

#### hudReticuleCenterY Source code

var(Weapon) config float hudReticuleCenterY;

> Y co-ord on the texture of the hud center

#### hudReticuleHeight Source code

var(Weapon) config float hudReticuleHeight;

> Height of the HUD Reticule

#### hudReticuleWidth Source code

var(Weapon) config float hudReticuleWidth;

> Width of the HUD texture

#### projectileClass Source code

var(Weapon) class<Projectile> projectileClass;

> Type of projectile fired by the weapon

#### projectileInheritedVelFactor Source code

var(Weapon) float projectileInheritedVelFactor;

> Proportion of velocity inherited from player when projectile is fired

#### projectileSpawnBone Source code

var(Weapon) name projectileSpawnBone;

> The bone that the projectile will be spawned at

#### projectileVelocity Source code

var(Weapon) float projectileVelocity;

> Speed of the projectile when it is fired

#### roundsPerSecond Source code

var(Weapon) float roundsPerSecond;

> Fire rate in rounds per second

Functions Detail

#### addSpeedPackScale Source code

simulated function addSpeedPackScale ( float scale) )

#### AIAimTrace Source code

final native final function Actor AIAimTrace ( out Vector hitLocation, out Vector hitNormal, Vector traceStart, Vector traceEnd )

#### aimTrace Source code

final native final function aimTrace ( out Vector hitLocation, Vector traceStart, Vector traceDirection )

#### allowPrompt Source code

function bool allowPrompt ( Character potentialOwner) )

#### altFire Source code

simulated event bool altFire ( optional bool _fireOnce) )

#### applyPickupDelay Source code

function applyPickupDelay ( ) )

#### attemptFire FirePressed Source code

simulated function attemptFire ( ) )

#### BeginState Dropped Source code

simulated function BeginState ( ) )

#### BeginState FirePressed Source code

simulated function BeginState ( ) )

#### BeginState FireReleased Source code

simulated function BeginState ( ) )

#### BeginState Held Source code

simulated function BeginState ( ) )

#### BeginState Idle Source code

simulated function BeginState ( ) )

#### calcProjectileSpawnLocation Source code

simulated function Vector calcProjectileSpawnLocation ( Rotator fireRot) )

#### canExpire Source code

simulated function bool canExpire ( ) )

#### canFire Source code

simulated function bool canFire ( ) )

#### canPickup Source code

function bool canPickup ( Character potentialOwner) )

#### Destroyed Source code

simulated function Destroyed ( ) )

#### doSwitch Source code

function doSwitch ( Character newOwner) )

#### drawDebug Source code

function drawDebug ( HUD debugHUD )

#### droppedByCharacter Source code

simulated function droppedByCharacter ( Character c) )

#### EndState Idle Source code

simulated function EndState ( ) )

#### extractFirstPersonMeshData Source code

simulated function extractFirstPersonMeshData ( ) )

#### fire Source code

simulated event bool fire ( optional bool _fireOnce) )

#### firedEffectProcessing Source code

simulated function firedEffectProcessing ( ) )

#### FireEmpty Empty Source code

simulated function FireEmpty ( ) )

#### fireRatePassed Source code

simulated function bool fireRatePassed ( ) )

#### FireWeapon Source code

simulated protected function FireWeapon ( ) )

#### getAimAdjustedViewRotation Source code

simulated function rotator getAimAdjustedViewRotation ( PlayerController pc, Vector fireLoc) )

#### getAimRotation Source code

function Rotator getAimRotation ( Vector fireLoc) )

#### getMaxAmmo Source code

function int getMaxAmmo ( ) )

#### getPredictedProjectileGravity Source code

function float getPredictedProjectileGravity ( ) )

#### GetProjectileSpreadScale Source code

simulated function float GetProjectileSpreadScale ( ) )

#### handleReleaseFire Empty Source code

simulated protected function bool handleReleaseFire ( ) )

#### hasAmmo Source code

simulated function bool hasAmmo ( ) )

#### heldByCharacter Source code

simulated function heldByCharacter ( Character c) )

#### increaseAmmo Source code

final function int increaseAmmo ( int quantity) )

#### initialiseVelocity Source code

function initialiseVelocity ( Projectile p, Vector InitialVelocity) )

#### makeProjectile Source code

protected function Projectile makeProjectile ( Rotator fireRot, Vector fireLoc) )

#### needPrompt Source code

function bool needPrompt ( Character potentialOwner) )

#### onThirdPersonFireCount Source code

simulated function onThirdPersonFireCount ( ) )

#### pickup Source code

function pickup ( Character newOwner) )

#### playCharacterFireAnim Source code

simulated function playCharacterFireAnim ( ) )

#### playEquipAnim Source code

simulated function playEquipAnim ( ) )

#### playIdleAnim Source code

simulated function playIdleAnim ( ) )

#### playPostFireAnim Source code

simulated protected function playPostFireAnim ( ) )

#### playUnequipAnim Source code

simulated function playUnequipAnim ( ) )

#### PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

#### PostNetReceive Source code

simulated function PostNetReceive ( ) )

#### PrecacheWeaponRenderData Source code

static simulated function PrecacheWeaponRenderData ( LevelInfo Level, class<Weapon> WeaponClass) )

#### releaseAltFire Source code

simulated event bool releaseAltFire ( ) )

#### removeSpeedPackScale Source code

simulated function removeSpeedPackScale ( ) )

#### requestEquipmentDrop Source code

protected function requestEquipmentDrop ( ) )

#### setHasAmmoSkins Source code

simulated function setHasAmmoSkins ( ) )

#### setOutOfAmmo Source code

simulated function setOutOfAmmo ( ) )

#### setupFirstPerson Source code

simulated function setupFirstPerson ( ) )

#### Tick Empty Source code

simulated function Tick ( float Delta) )

#### Tick FirePressed Source code

simulated function Tick ( float Delta) )

#### TickFirePressed FirePressed Source code

simulated function TickFirePressed ( ) )

#### TriggerWeaponEffect Source code

simulated function bool TriggerWeaponEffect ( name EffectEvent) )

#### UpdatePrecacheRenderData Source code

simulated function UpdatePrecacheRenderData ( ) )

#### useAmmo Source code

function useAmmo ( ) )

#### willHurtFriendly Source code

function bool willHurtFriendly ( Vector hitLocation, float timeToHit, bool bDoObstacleCheck ) )

Defaultproperties

    defaultproperties
    {
    	bNetNotify = true

    	bNoRepMesh = true

    	bCanDrop = true

    	triggeredBy = "all"

    	AIAccelerationModifier = 1.0

    	roundsPerSecond = 0.5
    	ammoCount = 20
    	ammoUsage = 1

    	localAmmoCount = 99999999

    	speedPackScale = 1.0

    	projectileClass = class'Projectile'
    	projectileSpawnBone = Muzzle
    	projectileVelocity = 2500

    	hudReticule			= texture'HUD.ReticuleDirect'
    	hudReticuleWidth	= 128
    	hudReticuleHeight	= 128
    	hudReticuleCenterX	= 64
    	hudReticuleCenterY	= 64

    	fireAnimation		= Fire

    	bGenerateMissSpeechEvents = true

    	prompt				= "Press '%1' to swap your %2 for a %3."
    }

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Creation time: st 23.5.2018 00:10:39.138 - Created with UnCodeX