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# Gameplay.Chaingun

Extends
  Weapon

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

Variables Summary
bool | bControllableSkinSet
Color | heatColor
ConstantColor | heatColorMaterial
Shader | heatShader
float | heatTime
bool | overheated
float | spinTime
Chaingun
float | coolDownThreshold
int | heatMaterialIndex
float | heatPeriod
float | maxSpread
float | minSpread
float | speedCooldownFactor
float | spinPeriod

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
|  | ammoSkinChange ()))
|  | BeginState ())) Empty
|  | BeginState ())) FirePressed
|  | BeginState ())) Spindown
|  | BeginState ())) Spinup
|  | buildControllableSkins ()))
|  | coolDown (float Delta))
|  | EndState ())) Empty
| float | GetProjectileSpreadScale ()))
| bool | handleFire ())) Spindown
| bool | handleReleaseFire ())) Spinup
|  | heatUp (float Delta))
| bool | isInWater ()))
| Projectile | makeProjectile (Rotator fireRot, Vector fireLoc))
|  | setControllableSkins ()))
|  | setHasAmmoSkins ()))
|  | setOutOfAmmo ()))
| float | speedRelativeCooldown ()))
|  | Tick (float Delta)) AwaitingPickup
|  | Tick (float Delta)) Dropped
|  | Tick (float Delta)) Empty
|  | Tick (float Delta)) Equipping
|  | Tick (float Delta)) FirePressed
|  | Tick (float Delta)) Held
|  | Tick (float Delta)) Idle
|  | Tick (float Delta)) Spindown
|  | Tick (float Delta)) Spinup
|  | Tick (float Delta)) Unequipping
|  | unEquip ()))
|  | updateHeatGlow ()))

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

AwaitingPickup Source code
simulated state AwaitingPickup

Tick

Dropped Source code
simulated state Dropped

Tick

Empty Source code
simulated state Empty

BeginState, EndState, Tick

Equipping Source code
simulated state Equipping

Tick

FirePressed Source code
simulated state FirePressed

BeginState, Tick

Held Source code
simulated state Held

Tick

Idle Source code
simulated state Idle

Tick

Spindown Source code
simulated state Spindown

BeginState, handleFire, Tick

Spinup Source code
simulated state Spinup

BeginState, handleReleaseFire, Tick

Unequipping Source code
simulated state Unequipping

Tick

Variables Detail

#### bControllableSkinSet Source code

var bool bControllableSkinSet;

#### heatColor Source code

var Color heatColor;

#### heatColorMaterial Source code

var ConstantColor heatColorMaterial;

#### heatShader Source code

var Shader heatShader;

#### heatTime Source code

var float heatTime;

#### overheated Source code

var bool overheated;

#### spinTime Source code

var float spinTime;

### Chaingun

#### coolDownThreshold Source code

var(Chaingun) float coolDownThreshold;

> The fraction of the heatPeriod at which the gun can start firing again

#### heatMaterialIndex Source code

var(Chaingun) int heatMaterialIndex;

#### heatPeriod Source code

var(Chaingun) float heatPeriod;

> The amount of time it takes for the chaingun to overheat

#### maxSpread Source code

var(Chaingun) float maxSpread;

> The maximum angle the spread will increase to during heatup

#### minSpread Source code

var(Chaingun) float minSpread;

> The angular deviation from ideal line of fire in degrees

#### speedCooldownFactor Source code

var(Chaingun) float speedCooldownFactor;

> Multiplier for the speed when calculating cooldown/heatup

#### spinPeriod Source code

var(Chaingun) float spinPeriod;

> The amount of time it takes for the chaingun to spin up or spin down

Functions Detail

#### ammoSkinChange Source code

simulated function ammoSkinChange ( ) )

#### BeginState Empty Source code

simulated function BeginState ( ) )

#### BeginState FirePressed Source code

simulated function BeginState ( ) )

#### BeginState Spindown Source code

simulated function BeginState ( ) )

#### BeginState Spinup Source code

simulated function BeginState ( ) )

#### buildControllableSkins Source code

simulated function buildControllableSkins ( ) )

#### coolDown Source code

simulated function coolDown ( float Delta) )

#### EndState Empty Source code

simulated function EndState ( ) )

#### GetProjectileSpreadScale Source code

simulated function float GetProjectileSpreadScale ( ) )

#### handleFire Spindown Source code

simulated protected function bool handleFire ( ) )

#### handleReleaseFire Spinup Source code

simulated protected function bool handleReleaseFire ( ) )

#### heatUp Source code

simulated function heatUp ( float Delta) )

#### isInWater Source code

simulated function bool isInWater ( ) )

#### makeProjectile Source code

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

#### setControllableSkins Source code

simulated function setControllableSkins ( ) )

#### setHasAmmoSkins Source code

simulated function setHasAmmoSkins ( ) )

#### setOutOfAmmo Source code

simulated function setOutOfAmmo ( ) )

#### speedRelativeCooldown Source code

simulated function float speedRelativeCooldown ( ) )

#### Tick AwaitingPickup Source code

simulated function Tick ( float Delta) )

#### Tick Dropped Source code

simulated function Tick ( float Delta) )

#### Tick Empty Source code

simulated function Tick ( float Delta) )

#### Tick Equipping Source code

simulated function Tick ( float Delta) )

#### Tick FirePressed Source code

simulated function Tick ( float Delta) )

#### Tick Held Source code

simulated function Tick ( float Delta) )

#### Tick Idle Source code

simulated function Tick ( float Delta) )

#### Tick Spindown Source code

simulated function Tick ( float Delta) )

#### Tick Spinup Source code

simulated function Tick ( float Delta) )

#### Tick Unequipping Source code

simulated function Tick ( float Delta) )

#### unEquip Source code

function unEquip ( ) )

#### updateHeatGlow Source code

simulated function updateHeatGlow ( ) )

Defaultproperties

    defaultproperties
    {
    	heatMaterialIndex = 1

    	minSpread = 1
    	maxSpread = 4

    	spinPeriod = 0.5

    	heatPeriod = 3.0
    	coolDownThreshold = 1.7
    	speedCooldownFactor = 0.0008

    	firstPersonMesh = Mesh'Weapons.Chaingun'
    	firstPersonOffset = (X=-23,Y=26,Z=-24)

    	roundsPerSecond = 12
    	ammoCount = 150
    	ammoUsage = 1

    	projectileClass = class'ChaingunProjectile'
    	projectileVelocity = 5500
    	projectileInheritedVelFactor = 1.0

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

    	animPrefix = "Chaingun"

    	fireState = Spinup
    	releaseFireState = Spindown

    	inventoryIcon		= texture'GUITribes.InvButtonChaingun'
    	hudIcon				= texture'HUD.Tabs'
    	hudIconCoords		= (U=205,V=472,UL=80,VL=40)
    	hudRefireIcon		= texture'HUD.Tabs'
    	hudRefireIconCoords	= (U=205,V=421,UL=80,VL=40)

    	bGenerateMissSpeechEvents = false
    }

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Creation time: st 23.5.2018 00:10:28.776 - Created with UnCodeX