|
Function Summary |
int |
CalculateDamage(Actor Victim)
//=============================================================================
//
// CalculateDamage
//
// Calculates damage amount, based on strength modifier.
// Override with logic for rune powers
//=============================================================================
|
void |
ClientWeaponEvent(name EventType) |
void |
Destroyed()
//=============================================================================
//
// Destroyed
//
//=============================================================================
|
void |
DisableSwipeTrail()
//=============================================================================
//
// DisableSwipeTrail
//
//=============================================================================
|
void |
EnableSwipeTrail()
//=============================================================================
//
// EnableSwipeTrail
//
//=============================================================================
|
int |
GetUsePriority()
//============================================================================
//
// GetUsePriority
//
// Returns the priority of the weapon, lower is better
//============================================================================
|
bool |
HandlePickupQuery(Inventory Item) |
EMatterType |
MatterForJoint(int joint)
//============================================================
//
// MatterForJoint
//
// Returns what kind of material joint is associated with
//============================================================
|
void |
PlayHitMatterSound(EMatterType matter)
//============================================================
//
// PlayHitMatterSound
//
//============================================================
|
void |
PlayNormalFrame()
//=============================================================================
//
// PlayNormalFrame
//
//=============================================================================
|
void |
PlayThrowFrame()
//=============================================================================
//
// PlayThrowFrame
//
// Sets the frame with centered base for proper rotation
//=============================================================================
|
void |
PostBeginPlay()
//=============================================================================
//
// PostBeginPlay
//
//=============================================================================
|
simulated |
PostRender(Canvas Canvas) |
void |
PowerUp()
//=============================================================================
//
// Powerup
//
// This function is called when the weapon is initially powered up
//=============================================================================
|
void |
PowerUpNotify1()
// Used for lightning powerup, get rid of
|
void |
PowerUpNotify2() |
void |
PoweredUpCallback1() |
void |
PoweredUpCallback2() |
void |
PowerupEnd() |
void |
PowerupEnded() |
void |
PowerupEndingPulseOff() |
void |
PowerupEndingPulseOn() |
void |
PowerupInit()
//=============================================================================
// Powerup functions to override
//=============================================================================
|
simulated |
PreRender(Canvas Canvas) |
float |
RateSelf(out int)
//=============================================================================
//
// RateSelf
//
// Returns a rating of the weapon
//=============================================================================
|
simulated |
RemovePowerupEffect() |
void |
RemoveStab(Carcass Victim, int JointIndex)
//=============================================================================
//
// RemoveStab
//
//=============================================================================
|
void |
SetWeaponStay() |
Inventory |
SpawnCopy(Pawn Other)
//=============================================================================
//
// SpawnCopy
//
// Either give this inventory to player Other, or spawn a copy
// and give it to the player Other, setting up original to be respawned.
// Also add Ammo to Other's inventory if it doesn't already exist
//
//=============================================================================
|
simulated |
SpawnPowerupEffect() |
bool |
SplashJump() |
void |
StabActor(Pawn Victim)
//=============================================================================
//
// StabActor
//
// Stab the actor with a weapon, and attach the weapon
//
// NOTE: Limit this to just swords?
//=============================================================================
|
bool |
StickInWall(EMatterType matter) |
float |
SuggestAttackStyle()
//=============================================================================
//
// SuggestAttackStyle
//
// return delta to combat style
//=============================================================================
|
float |
SuggestDefenseStyle()
//=============================================================================
//
// SuggestDefendStyle
//
// return delta to defend style
//=============================================================================
|
void |
Timer() |
void |
WeaponFire(int SwingCount) |
void |
ZoneChange(ZoneInfo newZone)
//=============================================================================
//
// ZoneChange
//
// If the weapon enters a water zone, clear out the blood texture
//=============================================================================
|