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
}