UnrealMagicOfDoomOhYeah / Weapon.txt

Engine/Classes/Weapon.uc
class Weapon extends Inventory

    	reliable client function ClientWeaponThrown()
    	reliable server function ServerStartFire(byte FireModeNum)
    	reliable server function ServerStopFire( byte FireModeNum )
    	simulated event BeginState( Name PreviousStateName )
    	simulated event BeginState( Name PreviousStateName )
    	simulated event BeginState(Name PreviousStateName)
    	simulated event BeginState(Name PreviousStateName)
    	simulated event BeginState(Name PreviousStateName)
    	simulated event BeginState(Name PreviousStateName)
    	simulated event EndState( Name NextStateName )
    	simulated event EndState(Name NextStateName)
    	simulated event EndState(Name NextStateName)
    	simulated event EndState(Name NextStateName)
    	simulated event bool IsFiring()
    	simulated function Activate()
    	simulated function Activate()
    	simulated function BeginFire(byte FireModeNum)
    	simulated function PendingWeaponSetTimer()
    	simulated function RefireCheckTimer()
    	simulated function StartFire( byte FireModeNum );
    	simulated function WeaponEquipped()
    	simulated function WeaponIsDown()
    	simulated function bool ReadyToFire(bool bFinished)
    	simulated function bool TryPutDown()
    	simulated function bool TryPutDown()
    	simulated function bool TryPutDown()
    final simulated function ClearAllPendingFire()
    final simulated function ClearPendingFire(int FireMode)
    final simulated function INT GetPendingFireLength()
    final simulated function SetPendingFire(int FireMode)
    final simulated function bool PendingFire(int FireMode)
    function ClearFlashLocation()
    function ConsumeAmmo( byte FireModeNum );
    function DropFrom(vector StartLocation, vector StartVelocity)
    function HolderDied()
    function ItemRemovedFromInvManager()
    function NotifyWeaponFinishedFiring( byte FireMode )
    function NotifyWeaponFired( byte FireMode )
    function SetFlashLocation( vector HitLocation )
    function bool CanAttack(Actor Other)
    function bool DenyPickupQuery(class<Inventory> ItemClass, Actor Pickup)
    function bool FireOnRelease()
    function bool FocusOnLeader(bool bLeaderFiring)
    function bool RecommendLongRangedAttack()
    function bool RecommendRangedAttack()
    function class<Projectile> GetProjectileClass()
    function float GetAIRating()
    function float GetDamageRadius()
    function float RangedAttackTime()
    function float RelativeStrengthVersus(Pawn P, float Dist)
    function float SuggestAttackStyle()
    function float SuggestDefenseStyle()
    function int AddAmmo(int Amount);
    reliable client function ClientGivenTo(Pawn NewOwner, bool bDoNotActivate)
    reliable client function ClientWeaponSet(bool bOptionalSet, optional bool bDoNotActivate)
    reliable client function ClientWeaponThrown()
    reliable server function ServerStartFire(byte FireModeNum)
    reliable server function ServerStopFire(byte FireModeNum)
    simulated event Destroyed()
    simulated event bool IsFiring()
    simulated event float GetTraceRange()
    simulated event vector GetMuzzleLoc()
    simulated function Activate()
    simulated function Actor GetTraceOwner()
    simulated function AnimNodeSequence GetWeaponAnimNodeSeq()
    simulated function AttachWeaponTo( SkeletalMeshComponent MeshCpnt, optional Name SocketName );
    simulated function BeginFire(Byte FireModeNum)
    simulated function CacheAIController()
    simulated function ClearFlashCount()
    simulated function CustomFire();
    simulated function DetachWeapon();
    simulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos)
    simulated function DumpWeaponDebugToLog()
    simulated function EndFire(byte FireModeNum)
    simulated function FireAmmunition()
    simulated function FireModeUpdated(byte FiringMode, bool bViaReplication);
    simulated function ForceEndFire()
    simulated function GetViewAxes( out vector XAxis, out vector YAxis, out vector ZAxis )
    simulated function GetWeaponDebug( out Array<String> DebugInfo )
    simulated function HandleFinishedFiring()
    simulated function ImpactInfo CalcWeaponFire(vector StartTrace, vector EndTrace, optional out array<ImpactInfo> ImpactList, optional vector Extent)
    simulated function IncrementFlashCount()
    simulated function InstantFire()
    simulated function PlayFireEffects( byte FireModeNum, optional vector HitLocation );
    simulated function PlayFiringSound();
    simulated function PlayWeaponAnimation( Name Sequence, float fDesiredDuration, optional bool bLoop, optional SkeletalMeshComponent SkelMesh)
    simulated function ProcessInstantHit(byte FiringMode, ImpactInfo Impact, optional int NumHits)
    simulated function Projectile ProjectileFire()
    simulated function PutDownWeapon()
    simulated function RefireCheckTimer();
    simulated function Rotator GetAdjustedAim( vector StartFireLoc )
    simulated function SendToFiringState(byte FireModeNum)
    simulated function SetCurrentFireMode(byte FiringModeNum)
    simulated function StartFire(byte FireModeNum)
    simulated function StopFire(byte FireModeNum)
    simulated function StopFireEffects(byte FireModeNum);
    simulated function StopWeaponAnimation()
    simulated function TimeWeaponEquipping()
    simulated function TimeWeaponFiring( byte FireModeNum )
    simulated function TimeWeaponPutDown()
    simulated function WeaponCalcCamera(float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot);
    simulated function WeaponEmpty();
    simulated function WeaponIsDown();
    simulated function WeaponPlaySound( SoundCue Sound, optional float NoiseLoudness )
    simulated function bool CanThrow()
    simulated function bool DenyClientWeaponSet()
    simulated function bool DoOverrideNextWeapon()
    simulated function bool DoOverridePrevWeapon()
    simulated function bool HasAmmo( byte FireModeNum, optional int Amount )
    simulated function bool HasAnyAmmo()
    simulated function bool IsActiveWeapon()
    simulated function bool ShouldRefire()
    simulated function bool StillFiring(byte FireMode)
    simulated function bool TryPutDown()
    simulated function float AdjustFOVAngle(float FOVAngle)
    simulated function float GetFireInterval( byte FireModeNum )
    simulated function float GetWeaponRating()
    simulated function float MaxRange()
    simulated function rotator AddSpread(rotator BaseAim)
    simulated native event vector GetPhysicalFireStartLoc(optional vector AimDir);
    simulated static function bool PassThroughDamage(Actor HitActor)
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