Weapon¶
Class in Engine · Engine.Weapon · native, abstract, config
Object › Actor › Inventory › Weapon
Using it from Lua
Enums¶
EWeaponFireType
EWFT_InstantHit = 0, EWFT_Projectile = 1, EWFT_Custom = 2, EWFT_None = 3
Properties¶
| Name | Type | Notes |
|---|---|---|
AIController | AIController | protectedwrite |
AIRating | float | |
bCanThrow | bool | |
bInstantHit | bool | |
bMeleeWeapon | bool | |
bWasDoNotActivate | bool | |
bWasOptionalSet | bool | |
bWeaponPutDown | bool | |
CachedMaxRange | float | |
CurrentFireMode | byte | |
DefaultAnimSpeed | float | |
EquipTime | float | |
FireInterval | array | no declaration: type is approximate |
FireOffset | vector | |
FiringStatesArray | array | no declaration: type is approximate |
InstantHitDamage | array | no declaration: type is approximate |
InstantHitDamageTypes | array | no declaration: type is approximate |
InstantHitMomentum | array | no declaration: type is approximate |
Mesh | MeshComponent | |
Priority | float | config |
PutDownTime | float | |
ShouldFireOnRelease | array | |
Spread | array | no declaration: type is approximate |
WeaponFireTypes | array | no declaration: type is approximate |
WeaponProjectiles | array | no declaration: type is approximate |
WeaponRange | float |
Functions¶
| Name | Declaration |
|---|---|
Activate | simulated function Activate() |
AddAmmo | function int AddAmmo(int Amount) |
AddSpread | simulated function rotator AddSpread(rotator BaseAim) |
AttachWeaponTo | simulated function AttachWeaponTo(SkeletalMeshComponent MeshCpnt, optional Name SocketName) |
BeginFire | simulated function BeginFire(Byte FireModeNum) |
CacheAIController | simulated function CacheAIController() |
CalcWeaponFire | simulated function ImpactInfo CalcWeaponFire(vector StartTrace, vector EndTrace, optional out array<ImpactInfo> ImpactList, optional vector Extent) |
CanAttack | function bool CanAttack(Actor Other) |
CanThrow | simulated function bool CanThrow() |
ClearFlashCount | simulated function ClearFlashCount() |
ClearFlashLocation | function ClearFlashLocation() |
ClearPendingFire | final simulated function ClearPendingFire(int FireMode) |
ClientGivenTo | reliable client function ClientGivenTo(Pawn NewOwner, bool bDoNotActivate) |
ClientWeaponSet | reliable client function ClientWeaponSet(bool bOptionalSet, optional bool bDoNotActivate) |
ClientWeaponThrown | reliable client function ClientWeaponThrown() |
ConsumeAmmo | function ConsumeAmmo(byte FireModeNum) |
CustomFire | simulated function CustomFire() |
DenyClientWeaponSet | simulated function bool DenyClientWeaponSet() |
DenyPickupQuery | function bool DenyPickupQuery(class<Inventory> ItemClass, Actor Pickup) |
Destroyed | simulated event Destroyed() |
DetachWeapon | simulated function DetachWeapon() |
DisplayDebug | simulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos) |
DoOverrideNextWeapon | simulated function bool DoOverrideNextWeapon() |
DoOverridePrevWeapon | simulated function bool DoOverridePrevWeapon() |
DropFrom | function DropFrom(vector StartLocation, vector StartVelocity) |
EndFire | simulated function EndFire(byte FireModeNum) |
FireAmmunition | simulated function FireAmmunition() |
FireModeUpdated | simulated function FireModeUpdated(byte FiringMode, bool bViaReplication) |
FireOnRelease | function bool FireOnRelease() |
ForceEndFire | simulated function ForceEndFire() |
GetAdjustedAim | simulated function Rotator GetAdjustedAim(vector StartFireLoc) |
GetAIRating | function float GetAIRating() |
GetFireInterval | simulated function float GetFireInterval(byte FireModeNum) |
GetMuzzleLoc | simulated event vector GetMuzzleLoc() |
GetPendingFireLength | final simulated function INT GetPendingFireLength() |
GetPhysicalFireStartLoc | native simulated event vector GetPhysicalFireStartLoc(optional vector AimDir) |
GetProjectileClass | function class<Projectile> GetProjectileClass() |
GetTargetDistance | simulated function float GetTargetDistance() |
GetTraceOwner | simulated function Actor GetTraceOwner() |
GetTraceRange | simulated event float GetTraceRange() |
GetWeaponAnimNodeSeq | simulated function AnimNodeSequence GetWeaponAnimNodeSeq() |
GetWeaponDebug | simulated function GetWeaponDebug() |
GetWeaponRating | simulated function float GetWeaponRating() |
HandleFinishedFiring | simulated function HandleFinishedFiring() |
HasAmmo | simulated function bool HasAmmo(byte FireModeNum, optional int Amount) |
HasAnyAmmo | simulated function bool HasAnyAmmo() |
HolderDied | function HolderDied() |
IncrementFlashCount | simulated function IncrementFlashCount() |
InstantFire | simulated function InstantFire() |
IsFiring | simulated event bool IsFiring() |
ItemRemovedFromInvManager | function ItemRemovedFromInvManager() |
MaxRange | simulated function float MaxRange() |
NotifyWeaponFinishedFiring | function NotifyWeaponFinishedFiring(byte FireMode) |
NotifyWeaponFired | function NotifyWeaponFired(byte FireMode) |
PassThroughDamage | static simulated function bool PassThroughDamage(Actor HitActor) |
PendingFire | final simulated function bool PendingFire(int FireMode) |
PlayFireEffects | simulated function PlayFireEffects(byte FireModeNum, optional vector HitLocation) |
PlayWeaponAnimation | simulated function PlayWeaponAnimation(Name Sequence, float fDesiredDuration, optional bool bLoop, optional SkeletalMeshComponent SkelMesh) |
ProcessInstantHit | simulated function ProcessInstantHit(byte FiringMode, ImpactInfo Impact, optional int NumHits) |
ProjectileFire | simulated function Projectile ProjectileFire() |
PutDownWeapon | simulated function PutDownWeapon() |
RefireCheckTimer | simulated function RefireCheckTimer() |
SendToFiringState | simulated function SendToFiringState(byte FireModeNum) |
ServerStartFire | reliable server function ServerStartFire(byte FireModeNum) |
ServerStopFire | reliable server function ServerStopFire(byte FireModeNum) |
SetCurrentFireMode | simulated function SetCurrentFireMode(byte FiringModeNum) |
SetFlashLocation | function SetFlashLocation(vector HitLocation) |
SetPendingFire | final simulated function SetPendingFire(int FireMode) |
ShouldRefire | simulated function bool ShouldRefire() |
StartFire | simulated function StartFire(byte FireModeNum) |
StillFiring | simulated function bool StillFiring(byte FireMode) |
StopFire | simulated function StopFire(byte FireModeNum) |
StopFireEffects | simulated function StopFireEffects(byte FireModeNum) |
StopWeaponAnimation | simulated function StopWeaponAnimation() |
TimeWeaponEquipping | simulated function TimeWeaponEquipping() |
TimeWeaponFiring | simulated function TimeWeaponFiring(byte FireModeNum) |
TimeWeaponPutDown | simulated function TimeWeaponPutDown() |
TryPutDown | simulated function bool TryPutDown() |
WeaponEmpty | simulated function WeaponEmpty() |
WeaponIsDown | simulated function WeaponIsDown() |
States¶
State code replaces the class's functions while the object is in that state. Hook a state's version as Engine.Weapon.<State>.<Function>.
| State | Functions |
|---|---|
| Active | Activate, BeginFire, BeginState, ReadyToFire, TryPutDown |
| Inactive | BeginState, ServerStartFire, ServerStopFire, StartFire, TryPutDown |
| PendingClientWeaponSet | BeginState, EndState, PendingWeaponSetTimer |
| WeaponEquipping | Activate, BeginState, EndState, WeaponEquipped |
| WeaponFiring | BeginState, EndState, IsFiring, RefireCheckTimer |
| WeaponPuttingDown | BeginState, ClientWeaponThrown, EndState, TryPutDown, WeaponIsDown |
Default values¶
TickGroup=TG_PreAsyncWork
bOnlyRelevantToOwner=true
DroppedPickupClass=class'DroppedPickup'
RespawnTime=+00030.000000
bHidden=true
MessageClass=class'LocalMessage'
bCanThrow=true
bReplicateInstigator=true
bOnlyDirtyReplication=false
RemoteRole=ROLE_SimulatedProxy
AIRating=+0.5
EquipTime=+0.33
PutDownTime=+0.33
WeaponRange=16384
DefaultAnimSpeed=1.0
Inherited¶
| From | Members |
|---|---|
| Inventory | 15 properties, 12 functions |
| Actor | 156 properties, 262 functions |
| Object | 13 properties, 308 functions |