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UnrealMagicOfDoomOhYeah / UTWeap_LinkGun.txt

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UTGame/Classes/UTWeap_LinkGun.uc
class UTWeap_LinkGun extends UTBeamWeapon

    	function SetFlashLocation(vector HitLocation)
    	simulated event BeginState(Name PreviousStateName)
    	simulated function BeginState(Name PreviousStateName)
    	simulated function EndFire(byte FireModeNum)
    	simulated function EndState(Name NextStateName)
    	simulated function SetCurrentFireMode(byte FiringModeNum)
    	simulated function Tick(float DeltaTime)
    	simulated function WeaponIsDown()
    	simulated function bool CanViewAccelerationWhenFiring()
    function AttemptLinkTo(Actor Who, PrimitiveComponent HitComponent)
    function CalcLinkStrength()
    function ConsumeAmmo( byte FireModeNum )
    function ConsumeBeamAmmo(float Amount)
    function FindLinkedWeapons()
    function GetLinkedWeapons(out array<UTWeap_LinkGun> LinkedWeapons)
    function UnLink(optional bool bDelayed)
    function bool CanHeal(Actor Other)
    function bool DenyPickupQuery(class<Inventory> ItemClass, Actor Pickup)
    function bool FocusOnLeader(bool bLeaderFiring)
    function byte BestMode()
    function class<Projectile> GetProjectileClass()
    function float GetAIRating()
    function float GetOptimalRangeFor(Actor Target)
    function float SuggestAttackStyle()
    function float SuggestDefenseStyle()
    simulated event Destroyed()
    simulated event ReplicatedEvent(name VarName)
    simulated function AttachWeaponTo(SkeletalMeshComponent MeshCpnt, optional Name SocketName)
    simulated function BoostPower()
    simulated function ChangeVisibility(bool bIsVisible)
    simulated function DrawWeaponCrosshair( Hud HUD )
    simulated function KillBeamEmitter()
    simulated function KillEndpointEffect()
    simulated function ParticleSystem GetTeamMuzzleFlashTemplate(byte TeamNum)
    simulated function PostBeginPlay()
    simulated function ProcessBeamHit(vector StartTrace, vector AimDir, out ImpactInfo TestImpact, float DeltaTime)
    simulated function SetBeamEmitterHidden(bool bHide)
    simulated function SetSkin(Material NewMaterial)
    simulated function UpdateBeamEmitter(vector FlashLocation, vector HitNormal, actor HitActor)
    simulated function vector GetLinkedToLocation()