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# Gameplay.HandGrenade

Extends
  TimeChargeUpWeapon

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

Variables Summary
HandGrenade
StaticMesh | droppedMesh

Inherited Variables from Gameplay.TimeChargeUpWeapon
chargeAnimation, chargeRate, chargeRateAccel, initialChargeRate, peakChargeMaxHoldTime, releaseAnimation, releaseDelay, tickDelta, timeSinceMaxChargeHit

Inherited Variables from Gameplay.ChargeUpWeapon
bShowChargeOnHUD, charge, chargeScale, maxCharge

Functions Summary
|  | BeginState ())) Held
| bool | canPickup (Character potentialOwner))
|  | extractFirstPersonMeshData ()))
| int | getMaxAmmo ()))
|  | initialiseVelocity (Projectile p, Vector InitialVelocity))
| bool | needPrompt (Character potentialOwner))
|  | pickup (Character newOwner))
|  | setDroppedMesh ()))
|  | Tick (float DeltaTime))
|  | TravelPreAccept ()))

Inherited Functions from Gameplay.TimeChargeUpWeapon
attemptFire, BeginState, Tick

Inherited Functions from Gameplay.ChargeUpWeapon
BeginState

States Summary

Held Source code
simulated state Held

BeginState

Variables Detail

### HandGrenade

#### droppedMesh Source code

var(HandGrenade) StaticMesh droppedMesh;

Functions Detail

#### BeginState Held Source code

simulated function BeginState ( ) )

#### canPickup Source code

function bool canPickup ( Character potentialOwner) )

#### extractFirstPersonMeshData Source code

simulated function extractFirstPersonMeshData ( ) )

#### getMaxAmmo Source code

function int getMaxAmmo ( ) )

#### initialiseVelocity Source code

function initialiseVelocity ( Projectile p, Vector InitialVelocity) )

#### needPrompt Source code

function bool needPrompt ( Character potentialOwner) )

#### pickup Source code

function pickup ( Character newOwner) )

#### setDroppedMesh Source code

simulated function setDroppedMesh ( ) )

#### Tick Source code

simulated function Tick ( float DeltaTime) )

#### TravelPreAccept Source code

function TravelPreAccept ( ) )

Defaultproperties

    defaultproperties
    {
    	equipped = true

    	chargeScale = 0.3
    	maxCharge = 3.0
    	roundsPerSecond = 1.0

    	ammoCount = 5
    	ammoUsage = 1

    	projectileClass = class'HandGrenadeProjectile'
    	projectileVelocity = 800
    	projectileInheritedVelFactor = 1.0

    	aimClass = class'AimArcWeapons'
    	animClass = class'CharacterEquippableAnimator'

    	animPrefix = "HandGrenade"

    	droppedMesh = StaticMesh'Weapons.HandGrenadeDropped'

    	bShowChargeOnHUD = true
    }

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Creation time: st 23.5.2018 00:10:30.558 - Created with UnCodeX