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# Gameplay.MPCarryableThrower

Extends
  TimeChargeUpWeapon

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

Variables Summary
MPCarryable | carryable
MPCarryableThrower
float | extraSpawnDistance

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 ())) Dropped
|  | BeginState ())) FirePressed
|  | BeginState ())) FireReleased
|  | BeginState ())) Held
|  | BeginState ())) Idle
|  | droppedByCharacter (Character c))
|  | fireWeapon ()))
|  | heldByCharacter (Character c))
|  | launchCarryable (MPCarryable c, Vector newLoc, Rotator fireRot, bool bSpread, optional bool bFreeze))
| Projectile | makeProjectile (Rotator fireRot, Vector fireLoc))
|  | moveWeapon ()))
|  | setCarryable (MPCarryable c))
|  | Tick (float Delta)) Idle

Inherited Functions from Gameplay.TimeChargeUpWeapon
attemptFire, BeginState, Tick

Inherited Functions from Gameplay.ChargeUpWeapon
BeginState

States Summary

Dropped Source code
simulated state Dropped

BeginState

FirePressed Source code
simulated state FirePressed

BeginState

FireReleased Source code
simulated state FireReleased

BeginState

Held Source code
simulated state Held

BeginState

Idle Source code
simulated state Idle

BeginState, Tick

Variables Detail

#### carryable Source code

var MPCarryable carryable;

### MPCarryableThrower

#### extraSpawnDistance Source code

var(MPCarryableThrower) float extraSpawnDistance;

> This distance will be added when carryables spawn as projectiles. Can be used to prevent self-collisions.

Functions Detail

#### 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 ( ) )

#### droppedByCharacter Source code

simulated function droppedByCharacter ( Character c) )

#### fireWeapon Source code

protected function fireWeapon ( ) )

#### heldByCharacter Source code

simulated function heldByCharacter ( Character c) )

#### launchCarryable Source code

function launchCarryable ( MPCarryable c, Vector newLoc, Rotator fireRot, bool bSpread, optional bool bFreeze) )

#### makeProjectile Source code

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

#### moveWeapon Source code

simulated function moveWeapon ( ) )

#### setCarryable Source code

function setCarryable ( MPCarryable c) )

#### Tick Idle Source code

simulated function Tick ( float Delta) )

Defaultproperties

    defaultproperties
    {
    	firstPersonMesh = None
    	thirdPersonMesh = None

    	chargeScale = 1
    	maxCharge = 0.5
    	roundsPerSecond = 1.0

    	ammoCount = 1
    	ammoUsage = 1

    	projectileClass = None
    	projectileVelocity = 800
    	projectileInheritedVelFactor = 1.0

    	firstPersonOffset = (X=50,Y=30,Z=0)

    	aimClass = class'AimArcWeapons'
    	animClass = class'CharacterEquippableAnimator'
    	animPrefix = "Carryable"
    	releaseAnimation = "throw"
    	releaseDelay = 0.1

    	bShowChargeOnHUD = true
    	bCanDrop = false

    	extraSpawnDistance = 100
    }

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Creation time: st 23.5.2018 00:10:32.909 - Created with UnCodeX