Source

UnrealMagicOfDoomOhYeah / UTWeaponAttachment.txt

Full commit
UTGame/Classes/UTWeaponAttachment.uc
class UTWeaponAttachment extends Actor

    function SetSkin(Material NewMaterial)
    simulated event PostBeginPlay()
    simulated event StopThirdPersonFireEffects()
    simulated function AttachTo(UTPawn OwnerPawn)
    simulated function CauseMuzzleFlash()
    simulated function ChangeVisibility(bool bIsVisible)
    simulated function CheckBulletWhip(vector FireDir, vector HitLocation)
    simulated function CheckToForceRefPose()
    simulated function CreateOverlayMesh()
    simulated function DetachFrom( SkeletalMeshComponent MeshCpnt )
    simulated function FireModeUpdated(byte FiringMode, bool bViaReplication);
    simulated function MaterialImpactEffect GetImpactEffect(PhysicalMaterial HitMaterial)
    simulated function MuzzleFlashTimer()
    simulated function PlayImpactEffects(vector HitLocation)
    simulated function SetDualWielding(bool bNowDual);
    simulated function SetImpactedActor(Actor HitActor, vector HitLocation, vector HitNormal);
    simulated function SetMuzzleFlashParams(ParticleSystemComponent PSC)
    simulated function SetPuttingDownWeapon(bool bNowPuttingDown);
    simulated function SetWeaponOverlayFlags(UTPawn OwnerPawn)
    simulated function SplitScreenEffects(vector HitLocation)
    simulated function StopMuzzleFlash()
    simulated function ThirdPersonFireEffects(vector HitLocation)
    simulated function bool AllowImpactEffects(Actor HitActor, vector HitLocation, vector HitNormal)
    simulated function bool EffectIsRelevant(vector SpawnLocation, bool bForceDedicated, optional float CullDistance )
    simulated function vector GetEffectLocation()