UE2:Weapon instance functions (UT2004)

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UT2004 Object >> Actor >> Inventory >> Weapon (instance functions)

Contents

Instance functions

AddAmmo

function bool AddAmmo (int AmmoToAdd, int Mode)


AdjustPlayerDamage

function AdjustPlayerDamage (out int Damage, Pawn InstigatedBy, Object.Vector HitLocation, out Object.Vector Momentum, class<DamageTypeDamageType)


AltFire

simulated function AltFire (float F)


AmmoAmount

simulated function int AmmoAmount (int mode)


AmmoMaxed

simulated function bool AmmoMaxed (int mode)


AmmoPickupClass

simulated function class<PickupAmmoPickupClass (int mode)


AmmoStatus

simulated function float AmmoStatus (optional int Mode)


BestMode

function byte BestMode ()


BotFire

function bool BotFire (bool bFinished, optional name FiringMode)


BringUp

simulated function BringUp (optional Weapon PrevWeapon)


CanAttack

function bool CanAttack (Actor Other)


CanHeal

function bool CanHeal (Actor Other)


CanThrow

simulated function bool CanThrow ()


CenteredEffectStart

simulated function Object.Vector CenteredEffectStart ()


ChargeBar

simulated function float ChargeBar ()


CheckOutOfAmmo

simulated function CheckOutOfAmmo ()


CheckReflect

function bool CheckReflect (Object.Vector HitLocation, out Object.Vector RefNormal, int AmmoDrain)


CheckSuperBerserk

simulated function CheckSuperBerserk ()


ClientForceAmmoUpdate

simulated function ClientForceAmmoUpdate (int Mode, int NewAmount)


ClientPlayForceFeedback

simulated function ClientPlayForceFeedback (string EffectName)


ClientWeaponSet

simulated function ClientWeaponSet (bool bPossiblySwitch)


ClientWeaponThrown

simulated function ClientWeaponThrown ()


ClientWriteFire

simulated function ClientWriteFire (string Result)


ClientWriteStats

simulated function ClientWriteStats (byte Mode, bool bMatch, bool bAllowFire, bool bDelay, bool bAlt, float wait)


ConsumeAmmo

simulated function bool ConsumeAmmo (int Mode, float load, optional bool bAmountNeededIsMax)


DesireAmmo

simulated function float DesireAmmo (class<InventoryNewAmmoClass, bool bDetour)


DetachFromPawn

simulated function DetachFromPawn (Pawn P)

Overrides: Inventory.DetachFromPawn


DisplayDebug

simulated function DisplayDebug (Canvas Canvas, out float YL, out float YPos)

Overrides: Actor.DisplayDebug


DoAutoSwitch

simulated function DoAutoSwitch ()


DoReflectEffect

function DoReflectEffect (int Drain)


DrawWeaponInfo

simulated function DrawWeaponInfo (Canvas C)


DropFrom

function DropFrom (Object.Vector StartLocation)

Overrides: Inventory.DropFrom


FillToInitialAmmo

simulated function FillToInitialAmmo ()


Fire

simulated function Fire (float F)


FireHack

function FireHack (byte Mode)


FireOnRelease

function bool FireOnRelease ()


FocusOnLeader

function bool FocusOnLeader (bool bLeaderFiring)


GetAIRating

function float GetAIRating ()


GetAmmoClass

simulated function class<AmmunitionGetAmmoClass (int mode)


GetAmmoCount

simulated function GetAmmoCount (out float MaxAmmoPrimary, out float CurAmmoPrimary)


GetDamageRadius

function float GetDamageRadius ()


GetDamageType

function class<DamageTypeGetDamageType ()


GetEffectStart

simulated function Object.Vector GetEffectStart ()


GetFireMode

simulated function WeaponFire GetFireMode (byte Mode)


GetFireStart

simulated function Object.Vector GetFireStart (Object.Vector X, Object.Vector Y, Object.Vector Z)


GetViewAxes

simulated function GetViewAxes (out Object.Vector xaxis, out Object.Vector yaxis, out Object.Vector zaxis)


GiveAmmo

function GiveAmmo (int m, WeaponPickup WP, bool bJustSpawned)


GiveTo

function GiveTo (Pawn Other, optional Pickup Pickup)

Overrides: Inventory.GiveTo


HackPlayFireSound

function HackPlayFireSound ()


HandlePickupQuery

function bool HandlePickupQuery (Pickup Item)

Overrides: Inventory.HandlePickupQuery


HasAmmo

simulated function bool HasAmmo ()


HolderDied

function HolderDied ()


ImmediateStopFire

simulated function ImmediateStopFire ()


IncrementFlashCount

simulated function IncrementFlashCount (int Mode)


IsFiring

simulated function bool IsFiring ()


IsRapidFire

function bool IsRapidFire ()


Loaded

simulated function Loaded ()


MaxAmmo

simulated function int MaxAmmo (int mode)


MaxOutAmmo

simulated function MaxOutAmmo ()


NeedAmmo

simulated function bool NeedAmmo (int mode)


NewDrawWeaponInfo

simulated function NewDrawWeaponInfo (Canvas C, float YPos)


NextWeapon

simulated function Weapon NextWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)

Overrides: Inventory.NextWeapon


OutOfAmmo

simulated function OutOfAmmo ()


PawnUnpossessed

simulated function PawnUnpossessed ()


PlayIdle

simulated function PlayIdle ()


PreDrawFPWeapon

simulated function PreDrawFPWeapon ()


PrevWeapon

simulated function Weapon PrevWeapon (Weapon CurrentChoice, Weapon CurrentWeapon)

Overrides: Inventory.PrevWeapon


PutDown

simulated function bool PutDown ()


RangedAttackTime

function float RangedAttackTime ()


RateSelf

simulated function float RateSelf ()


ReadyToFire

simulated function bool ReadyToFire (int Mode)


RecommendLongRangedAttack

function bool RecommendLongRangedAttack ()


RecommendRangedAttack

function bool RecommendRangedAttack ()


RecommendSplashDamage

function bool RecommendSplashDamage ()


RecommendWeapon

simulated function Weapon RecommendWeapon (out float rating)

Overrides: Inventory.RecommendWeapon


RefireRate

function float RefireRate ()


Reselect

simulated function Reselect ()


ServerStopFire

function ServerStopFire (byte Mode)


SetAITarget

function SetAITarget (Actor T)


SetGRI

simulated function SetGRI (GameReplicationInfo G)

Overrides: Actor.SetGRI


SetHand

simulated function SetHand (float InHand)


ShootHoop

function bool ShootHoop (Controller B, Object.Vector ShootLoc)


ShouldFireWithoutTarget

function bool ShouldFireWithoutTarget ()


SplashDamage

function bool SplashDamage ()


SplashJump

function bool SplashJump ()


StartBerserk

simulated function StartBerserk ()


StartDebugging

function StartDebugging ()


StartFire

simulated function bool StartFire (int Mode)


StopBerserk

simulated function StopBerserk ()


StopForceFeedback

simulated function StopForceFeedback (string EffectName)


SuggestAttackStyle

function float SuggestAttackStyle ()


SuggestDefenseStyle

function float SuggestDefenseStyle ()


SuperMaxOutAmmo

simulated function SuperMaxOutAmmo ()


SynchronizeWeapon

function SynchronizeWeapon (Weapon ClientWeapon)


WantsZoomFade

simulated function bool WantsZoomFade ()


WeaponCentered

simulated function bool WeaponCentered ()


WeaponChange

simulated function Weapon WeaponChange (byte F, bool bSilent)

Overrides: Inventory.WeaponChange


ZeroFlashCount

simulated function ZeroFlashCount (int Mode)