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# Gameplay.TankGunnerWeapon

Extends
  TurretWeapon

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

Variables Summary
TankGunnerWeapon
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

Functions Summary
| Projectile | makeProjectile (Rotator fireRot, Vector fireLoc))

Inherited Functions from Gameplay.TurretWeapon
onThirdPersonFireCount

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

Variables Detail

### TankGunnerWeapon

#### spread Source code

var(TankGunnerWeapon) float spread;

Functions Detail

#### makeProjectile Source code

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

Defaultproperties

    defaultproperties
    {
    	spread = 0.078

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

    	roundsPerSecond = 12
    	ammoCount = 150
    	ammoUsage = 0

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

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

    	animPrefix = "Chaingun"

    	fireState = FirePressed
    	releaseFireState = FireReleased

    	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)
    }

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Creation time: st 23.5.2018 00:10:35.213 - Created with UnCodeX