Extends:
Modifiers:
Source code
SFWeapon.SFUSrifle%%
%function_comment% | float | fVisionRange | ||
%function_comment% | name | IdleAnims[2] | ||
%function_comment% | Actor | m_actDummy | ||
%function_comment% | travel | SFTexDummy | m_actTexDummy | |
%function_comment% | Texture | m_arVisonTex[20] | ||
%function_comment% | bool | m_bInitialized | ||
%function_comment% | bool | m_bVisionEnabled | ||
%function_comment% | SFFontInfo | m_Fonts | ||
%function_comment% | int | m_nTickTracker | ||
%function_comment% | int | m_nVisibleLifeForms | ||
%function_comment% | int | m_nVisionHSize | ||
%function_comment% | int | m_nVisionVSize | ||
%function_comment% | int | m_nVisionXOffset | ||
%function_comment% | int | m_nVisionYOffset | ||
%function_comment% | Sound | m_sndEnergyUse | ||
%function_comment% | vector | m_vecSavedOffset |
AltFire (float Value) | |||
Idle | AnimEnd () | ||
NightVision | BeginState () | ||
ChangedWeapon () | |||
drawChangedActor (Canvas C, Actor A, ERenderStyle NewStyle, texture NewTexture, bool bLighting, bool bEnviroMap) | |||
drawNightVisionActors (Canvas C) | |||
DropFrom (vector StartLocation) | |||
float | getAngle (vector vecFirst, vector vecSecond) | ||
float | getHeading () | ||
bool | isNightVisionObject (Actor A) | ||
PlayFiring () | |||
PlayIdleAnim () | |||
PostBeginPlay () | |||
PostRender (canvas Canvas) | |||
renderVision (Canvas C) | |||
ResetSkins (Actor actor, Texture oldSkins [ 9 ]) | |||
restoreNightVision () | |||
restorePlayerView () | |||
SetSkins (Actor actor, out Texture oldSkins [ 9 ]) | |||
setupNightVision () | |||
Tick (float fDelta) | |||
Timer () |
{ fVisionRange=2000.000000 m_sndEnergyUse=Sound'Botpack.Translocator.TDisrupt' IdleAnims(0)=Still IdleAnims(1)=Still2 m_arVisonTex(0)=Texture'SFWeapon.Skins.ushud1' m_arVisonTex(1)=Texture'SFWeapon.Skins.ushud2' m_arVisonTex(2)=Texture'SFWeapon.Skins.ushud3' m_arVisonTex(3)=Texture'SFWeapon.Skins.ushud4' m_arVisonTex(4)=Texture'SFWeapon.Skins.ushud5' m_arVisonTex(5)=Texture'SFWeapon.Skins.ushud6' m_arVisonTex(6)=Texture'SFWeapon.Skins.ushud7' m_arVisonTex(7)=Texture'SFWeapon.Skins.ushud8' m_arVisonTex(8)=Texture'SFWeapon.Skins.ushud9' m_arVisonTex(9)=Texture'SFWeapon.Skins.ushud10' m_arVisonTex(10)=Texture'SFWeapon.Skins.ushud11' m_arVisonTex(11)=Texture'SFWeapon.Skins.ushud12' m_arVisonTex(12)=Texture'SFWeapon.Skins.ushud13' m_arVisonTex(13)=Texture'SFWeapon.Skins.ushud14' m_arVisonTex(14)=Texture'SFWeapon.Skins.ushud15' m_arVisonTex(15)=Texture'SFWeapon.Skins.ushud16' m_arVisonTex(16)=Texture'SFWeapon.Skins.ushud17' m_arVisonTex(17)=Texture'SFWeapon.Skins.ushud18' m_arVisonTex(18)=Texture'SFWeapon.Skins.ushud19' m_arVisonTex(19)=Texture'SFWeapon.Skins.ushud20' MaxTargetRange=6000 MaxTargetRangeAlt=6000 fNormalRate=0.333300 fDesiredRate=0.250000 fDamage=45.000000 AmmoPerShot=4 Icon=Texture'SfResource1.Icons.usrifleico' bInstantHit=True bCanUpgradeLaserSight=True bCanUpgradeEnergyBooster=True LaserSightUpgradeMessage="Upgraded Ultra Sonic Rifle with Laser Sight" bShake=True m_fTrailEffectIntervallSize=91.000000 m_clsHitWallEffect=Class'Botpack.UT_LightWallHitEffect' m_clsTrailEffect=Class'SFWeapon.SFShockBeam' WeaponDescription="Classification: Ultra Sonic Rifle:\nThe weapon of choice for night time operations, this rifle emits a highly focused sonic wave.\nIt also incorporates a night vision enhancement that interfaces a sonic imaging system with a HUD visor." InstFlash=-0.300000 InstFog=(X=400.000000,Y=200.000000) AmmoName=Class'SFWeapon.SFUSAmmo' PickupAmmoCount=20 FireOffset=(X=15.000000,Y=-9.000000,Z=-12.000000) shakemag=250.000000 shaketime=0.200000 RefireRate=1.000000 AltRefireRate=0.830000 FireSound=Sound'SPF-Content.Weapons.USFire' SelectSound=Sound'SPF-Content.Weapons.USSelect' bDrawMuzzleFlash=True AutoSwitchPriority=7 InventoryGroup=7 PickupMessage="You got the Ultra Sonic Rifle." ItemName="Ultra Sonic Rifle" PlayerViewOffset=(X=3.000000,Y=-1.600000,Z=-1.700000) PlayerViewMesh=LodMesh'SFWeapon.SFUSRiflem' PlayerViewScale=0.380000 PickupViewMesh=LodMesh'SFWeapon.SFUSRiflehand' ThirdPersonMesh=LodMesh'SFWeapon.SFUSRiflepick' PickupSound=Sound'SPF-Content.Weapons.USPickup' Mesh=LodMesh'SFWeapon.SFUSRiflehand' bNoSmooth=False CollisionRadius=33.000000 CollisionHeight=7.000000 Mass=50.000000 }