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# Gameplay.Spinfusor

Extends
  Weapon

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

Variables Summary
bool | bControllableSkinSet
Shader | dialShader
ControllableTextureRotator | dialTexRotator
float | secsUntilNextFire
Spinfusor
int | dialMaterialIndex

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 ()))
|  | buildControllableSkins ()))
|  | FireWeapon ()))
|  | setControllableSkins ()))
|  | setHasAmmoSkins ()))
|  | Tick (float DeltaTime))

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;

#### dialTexRotator Source code

var ControllableTextureRotator dialTexRotator;

#### secsUntilNextFire Source code

var float secsUntilNextFire;

### Spinfusor

#### dialMaterialIndex Source code

var(Spinfusor) int dialMaterialIndex;

Functions Detail

#### ammoSkinChange Source code

simulated function ammoSkinChange ( ) )

#### buildControllableSkins Source code

simulated function buildControllableSkins ( ) )

#### FireWeapon Source code

simulated protected function FireWeapon ( ) )

#### setControllableSkins Source code

simulated function setControllableSkins ( ) )

#### setHasAmmoSkins Source code

simulated function setHasAmmoSkins ( ) )

#### Tick Source code

simulated function Tick ( float DeltaTime) )

Defaultproperties

    defaultproperties
    {
    	dialMaterialIndex = 1

    	firstPersonMesh = Mesh'Weapons.Spinfusor'
    	firstPersonOffset = (X=-26,Y=22,Z=-18)

    	roundsPerSecond = 0.56
    	ammoCount = 20
    	ammoUsage = 1

    	bNeedIdleFX = true

    	projectileClass = class'SpinfusorProjectile'
    	projectileVelocity = 2600
    	projectileInheritedVelFactor = 0.5

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

    	animPrefix = "Spinfusor"

    	inventoryIcon		= texture'GUITribes.InvButtonSpinfusor'
    	hudIcon				= texture'HUD.Tabs'
    	hudIconCoords		= (U=102,V=472,UL=80,VL=40)
    	hudRefireIcon		= texture'HUD.Tabs'
    	hudRefireIconCoords	= (U=102,V=421,UL=80,VL=40)
    }

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Creation time: st 23.5.2018 00:10:34.902 - Created with UnCodeX