Function Summary |
void |
AltFire(float Value) |
void |
BecomePickup()
// Become a pickup
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void |
CheckVisibility()
//**************************************************************************************
//
// Firing functions and states
//
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bool |
ClientAltFire(float Value) |
bool |
ClientFire(float Value) |
void |
ClientWeaponEvent(name EventType) |
void |
Destroyed() |
void |
DropFrom(vector StartLocation)
// Toss this weapon out
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void |
Finish()
// Finish a firing sequence
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void |
Fire(float Value) |
void |
ForceAltFire() |
void |
ForceFire() |
void |
GiveAmmo(Pawn Other) |
bool |
HandlePickupQuery(Inventory Item) |
simulated |
PlayAltFiring() |
simulated |
PlayFiring() |
void |
PostBeginPlay()
//-------------------------------------------------------
// AI related functions
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simulated |
PostRender(Canvas Canvas) |
simulated |
PreRender(Canvas Canvas)
//-------------------------------------------------------
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void |
ProcessTraceHit(Actor Other, Vector HitLocation, Vector HitNormal, Vector X, Vector Y, Vector Z) |
float |
RateSelf(out int) |
Weapon |
RecommendWeapon(out float, out int) |
void |
SetSwitchPriority(Pawn Other) |
void |
SetWeaponStay() |
Inventory |
SpawnCopy(Pawn Other)
// Either give this inventory to player Other, or spawn a copy
// and give it to the player Other, setting up original to be respawned.
// Also add Ammo to Other's inventory if it doesn't already exist
//
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bool |
SplashJump() |
float |
SuggestAttackStyle()
// return delta to combat style
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float |
SuggestDefenseStyle() |
float |
SwitchPriority()
// Return the switch priority of the weapon (normally AutoSwitchPriority, but may be
// modified by environment (or by other factors for bots)
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void |
TraceFire(float Accuracy) |
simulated |
TweenToStill() |
Weapon |
WeaponChange(byte F)
//
// Change weapon to that specificed by F matching inventory weapon's Inventory Group.
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bool |
WeaponSet(Pawn Other)
// Compare self to current weapon. If better than current weapon, then switch
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void |
setHand(float Hand)
// set which hand is holding weapon
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