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# Gameplay.EnergyBlade

Extends
  Weapon

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

Variables Summary
EnergyBlade
int | damageAmt
class<DamageType> | damageTypeClass
float | energyUsage
float | knockBackVelocity
int | range

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
| bool | canFire ()))
|  | drawDebug (HUD debugHUD))
| bool | hasAmmo ()))
| Projectile | makeProjectile (Rotator fireRot, Vector fireLoc))
|  | 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

### EnergyBlade

#### damageAmt Source code

var(EnergyBlade) int damageAmt;

#### damageTypeClass Source code

var(EnergyBlade) class<DamageType> damageTypeClass;

#### energyUsage Source code

var(EnergyBlade) float energyUsage;

#### knockBackVelocity Source code

var(EnergyBlade) float knockBackVelocity;

#### range Source code

var(EnergyBlade) int range;

Functions Detail

#### canFire Source code

simulated function bool canFire ( ) )

#### drawDebug Source code

function drawDebug ( HUD debugHUD) )

#### hasAmmo Source code

simulated function bool hasAmmo ( ) )

#### makeProjectile Source code

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

#### useAmmo Source code

function useAmmo ( ) )

Defaultproperties

    defaultproperties
    {
    	damageAmt = 20.0

    	firstPersonMesh = Mesh'Weapons.Blade'
    	firstPersonOffset = (X=-15,Y=22,Z=-15)

    	roundsPerSecond = 0.5

    	ammoUsage = 0
    	energyUsage = 25.0

    	range = 200

    	knockBackVelocity = 5000

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

    	animPrefix = "EnergyBlade"
    	equippedArmAnim = "weapon_energyblade_hold"

    	bGenerateMissSpeechEvents = false

    	damageTypeClass = class'ProjectileDamageType'
    }

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Creation time: st 23.5.2018 00:10:29.563 - Created with UnCodeX