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# Gameplay.Buckler

Extends
  Weapon

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

Variables Summary
bool | bDeflected
bool | bLocalDeflected
bool | bLocalLost
bool | bLost
float | cosDeflectionAngle
Vector | failedReturnLocation
Vector | failedReturnVelocity
Vector | fireLoc
float | lastCheckTime
int | localAmmoCount
BucklerProjectile | proj
Buckler
float | checkingDamage
float | checkingDmgVelMultiplier
float | checkingMultiplier
float | deflectionAngle
float | lostReturnDelay
float | minCheckRate
float | minCheckVelocity
float | projSpawnDelay

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
|  | BeginState ())) Held
|  | Destroyed ()))
|  | extractFirstPersonMeshData ()))
|  | FireWeapon ()))
|  | initialiseVelocity (Projectile p, Vector InitialVelocity))
| bool | keepArms ()))
|  | lost ()))
| Projectile | makeProjectile (Rotator fireRot, Vector fireLoc))
|  | moveWeapon ()))
|  | pickup (Character newOwner))
|  | playEquipAnim ()))
|  | playIdleAnim ()))
|  | playPostFireAnim ()))
|  | playUnequipAnim ()))
|  | PostBeginPlay ()))
|  | PostNetReceive ()))
|  | returned ()))
|  | setDropLocation ()))
|  | setDropVelocity ()))
|  | setupDropped ())) Dropped
| bool | shouldHide (bool bIsFirstPerson))
|  | Tick (float Delta)) Launching
|  | TickFirePressed ())) FirePressed
|  | Timer ()))

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

States Summary

Dropped Source code
simulated state Dropped

setupDropped

FirePressed Source code
simulated state FirePressed

TickFirePressed

Held Source code
simulated state Held

BeginState

Launching Source code
simulated state Launching

Tick

Variables Detail

#### bDeflected Source code

var bool bDeflected;

#### bLocalDeflected Source code

var bool bLocalDeflected;

#### bLocalLost Source code

var bool bLocalLost;

#### bLost Source code

var bool bLost;

#### cosDeflectionAngle Source code

var float cosDeflectionAngle;

#### failedReturnLocation Source code

var Vector failedReturnLocation;

#### failedReturnVelocity Source code

var Vector failedReturnVelocity;

#### fireLoc Source code

var Vector fireLoc;

#### lastCheckTime Source code

var float lastCheckTime;

#### localAmmoCount Source code

var int localAmmoCount;

#### proj Source code

var BucklerProjectile proj;

### Buckler

#### checkingDamage Source code

var(Buckler) float checkingDamage;

> The amount of damage applied when you bodycheck someone while holding this

#### checkingDmgVelMultiplier Source code

var(Buckler) float checkingDmgVelMultiplier;

> The amount to scale damage by according to the relative velocities of the holder and target

#### checkingMultiplier Source code

var(Buckler) float checkingMultiplier;

> The amount of momentum to impart

#### deflectionAngle Source code

var(Buckler) float deflectionAngle;

> Angle of a cone in front of you which determines how effectively projectiles will be deflected

#### lostReturnDelay Source code

var(Buckler) float lostReturnDelay;

> The number of seconds to wait before returning after it has become lost

#### minCheckRate Source code

var(Buckler) float minCheckRate;

> The minimum amount of time that must pass between successive bodychecks

#### minCheckVelocity Source code

var(Buckler) float minCheckVelocity;

> Holder or target must be going at least this fast in order to bodycheck

#### projSpawnDelay Source code

var(Buckler) float projSpawnDelay;

Functions Detail

#### BeginState Held Source code

simulated function BeginState ( ) )

#### Destroyed Source code

simulated function Destroyed ( ) )

#### extractFirstPersonMeshData Source code

simulated function extractFirstPersonMeshData ( ) )

#### FireWeapon Source code

simulated protected function FireWeapon ( ) )

#### initialiseVelocity Source code

function initialiseVelocity ( Projectile p, Vector InitialVelocity) )

#### keepArms Source code

simulated function bool keepArms ( ) )

#### lost Source code

simulated function lost ( ) )

#### makeProjectile Source code

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

#### moveWeapon Source code

simulated function moveWeapon ( ) )

#### pickup Source code

function pickup ( Character newOwner) )

#### 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 ( ) )

#### PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

#### PostNetReceive Source code

simulated function PostNetReceive ( ) )

#### returned Source code

simulated function returned ( ) )

#### setDropLocation Source code

function setDropLocation ( ) )

#### setDropVelocity Source code

function setDropVelocity ( ) )

#### setupDropped Dropped Source code

function setupDropped ( ) )

#### shouldHide Source code

simulated function bool shouldHide ( bool bIsFirstPerson) )

#### Tick Launching Source code

simulated function Tick ( float Delta) )

#### TickFirePressed FirePressed Source code

simulated function TickFirePressed ( ) )

#### Timer Source code

function Timer ( ) )

Defaultproperties

    defaultproperties
    {
    	bNetNotify = true

    	firstPersonMesh = Mesh'Weapons.buckler'
    	firstPersonOffset = (X=-15,Y=22,Z=-15)
    	roundsPerSecond = 1.0

    	bNeedIdleFX = true

    	projSpawnDelay = 0.1

    	lostReturnDelay = 3.0

    	projectileClass = class'BucklerProjectile'
    	projectileVelocity = 1000
    	projectileInheritedVelFactor = 1.0

    	checkingDamage = 15
    	checkingDmgVelMultiplier = 0.01
    	checkingMultiplier = 300
    	minCheckRate = 0.2
    	minCheckVelocity = 800

    	deflectionAngle = 30.0

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

    	animPrefix = "Buckler"
    	equippedArmAnim = "weapon_buckler_hold"

    	bGenerateMissSpeechEvents = false
    }

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Creation time: st 23.5.2018 00:10:28.556 - Created with UnCodeX