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# Gameplay.Blaster

Extends
  Weapon

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

Variables Summary
float | baseScale
bool | bControllableSkinSet
bool | bPostFire
Shader | dialShader
ControllableTexturePanner | dialTexPanner
float | nextFireTime
Shader | plasmaShader
ControllableTexturePanner | plasmaTexPanner
float | timeCounter
Blaster
int | dialMaterialIndex
float | energyUsage
int | numberOfBullets
int | plasmaMaterialIndex
float | spread

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
|  | buildControllableSkins ()))
| bool | canFire ()))
|  | FireWeapon ()))
| bool | hasAmmo ()))
| Projectile | makeProjectile (Rotator fireRot, Vector fireLoc))
|  | setControllableSkins ()))
|  | setHasAmmoSkins ()))
|  | Tick (float DeltaTime))
|  | useAmmo ()))

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

#### baseScale Source code

var float baseScale;

#### bControllableSkinSet Source code

var bool bControllableSkinSet;

#### bPostFire Source code

var bool bPostFire;

#### dialShader Source code

var Shader dialShader;

#### dialTexPanner Source code

var ControllableTexturePanner dialTexPanner;

#### nextFireTime Source code

var float nextFireTime;

#### plasmaShader Source code

var Shader plasmaShader;

#### plasmaTexPanner Source code

var ControllableTexturePanner plasmaTexPanner;

#### timeCounter Source code

var float timeCounter;

### Blaster

#### dialMaterialIndex Source code

var(Blaster) int dialMaterialIndex;

#### energyUsage Source code

var(Blaster) float energyUsage;

> Amount of energy to use when shot

#### numberOfBullets Source code

var(Blaster) int numberOfBullets;

> Number of bullets to fire when shot

#### plasmaMaterialIndex Source code

var(Blaster) int plasmaMaterialIndex;

#### spread Source code

var(Blaster) float spread;

> Max angular deviation from ideal line of fire in degrees

Functions Detail

#### buildControllableSkins Source code

simulated function buildControllableSkins ( ) )

#### canFire Source code

simulated function bool canFire ( ) )

#### FireWeapon Source code

simulated protected function FireWeapon ( ) )

#### hasAmmo Source code

simulated function bool hasAmmo ( ) )

#### makeProjectile Source code

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

#### setControllableSkins Source code

simulated function setControllableSkins ( ) )

#### setHasAmmoSkins Source code

simulated function setHasAmmoSkins ( ) )

#### Tick Source code

simulated function Tick ( float DeltaTime) )

#### useAmmo Source code

function useAmmo ( ) )

Defaultproperties

    defaultproperties
    {
    	dialMaterialIndex = 4
    	plasmaMaterialIndex = 3

    	spread = 4
    	numberOfBullets = 7
    	firstPersonMesh = Mesh'Weapons.Blaster'
    	firstPersonOffset = (X=-33,Y=22,Z=-15)

    	roundsPerSecond = 0.4
    	energyUsage = 9.0
    	ammoUsage = 0

    	projectileClass = class'BlasterProjectile'
    	projectileVelocity = 3000
    	projectileInheritedVelFactor = 1.0

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

    	animPrefix = "Blaster"

    	inventoryIcon		= texture'GUITribes.InvButtonBlaster'
    	hudIcon				= texture'HUD.Tabs'
    	hudIconCoords		= (U=0,V=472,UL=80,VL=40)
    	hudRefireIcon		= texture'HUD.Tabs'
    	hudRefireIconCoords	= (U=0,V=421,UL=80,VL=40)

    	bGenerateMissSpeechEvents = false
    }

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Creation time: st 23.5.2018 00:10:28.486 - Created with UnCodeX