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# tmod.tmodWeaponBlaster

Modifiers
  config ( tribesmodSettings )

    tmod.tmodWeaponBlaster

Variables Summary
float | baseScale
bool | bControllableSkinSet
bool | bPostFire
Shader | dialShader
ControllableTexturePanner | dialTexPanner
float | energyUsage
float | nextFireTime
Shader | plasmaShader
ControllableTexturePanner | plasmaTexPanner
float | projectileInheritedVelFactor
float | projectileVelocity
float | roundsPerSecond
float | spread
float | timeCounter
tmodWeaponBlaster
int | dialMaterialIndex
int | plasmaMaterialIndex

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

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;

#### energyUsage Source code

var config float energyUsage;

#### nextFireTime Source code

var float nextFireTime;

#### plasmaShader Source code

var Shader plasmaShader;

#### plasmaTexPanner Source code

var ControllableTexturePanner plasmaTexPanner;

#### projectileInheritedVelFactor Source code

var config float projectileInheritedVelFactor;

#### projectileVelocity Source code

var config float projectileVelocity;

#### roundsPerSecond Source code

var config float roundsPerSecond;

#### spread Source code

var config float spread;

#### timeCounter Source code

var float timeCounter;

### tmodWeaponBlaster

#### dialMaterialIndex Source code

var(tmodWeaponBlaster) int dialMaterialIndex;

#### plasmaMaterialIndex Source code

var(tmodWeaponBlaster) int plasmaMaterialIndex;

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
    {
        Spread=2.200000
        numberOfBullets=6
        energyUsage=1.500000
        plasmaMaterialIndex=3
        dialMaterialIndex=4
        ammoUsage=0
        roundsPerSecond=1.200000
        projectileClass=Class'tmodProjectileBlaster'
        projectileVelocity=18000.000000
        projectileInheritedVelFactor=0.000000
        aimClass=Class'AimProjectileWeapons'
        bGenerateMissSpeechEvents=False
        firstPersonMesh=SkeletalMesh'weapons.Blaster'
        firstPersonOffset=(X=-33.000000,Y=22.000000,Z=-15.000000)
        animPrefix="Blaster"
        animClass=Class'CharacterEquippableAnimator'
        inventoryIcon=Texture'GUITribes.InvButtonBlaster'
        hudIcon=Texture'HUD.Tabs'
        hudIconCoords=(V=472.000000)
        hudRefireIcon=Texture'HUD.Tabs'
        hudRefireIconCoords=(V=421.000000)
    }

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Creation time: st 23.5.2018 00:10:35.763 - Created with UnCodeX