76 lines
2.0 KiB
Ucode
76 lines
2.0 KiB
Ucode
/**
|
|
* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
|
|
*/
|
|
class UDKWeapon extends Weapon
|
|
native
|
|
nativereplication
|
|
abstract;
|
|
|
|
/** mesh for overlay - Each weapon will need to add its own overlay mesh in its default props */
|
|
var protected MeshComponent OverlayMesh;
|
|
|
|
/** Lead targets with this weapon (true by default, ignored for instant hit - set false for special cases like targeting with AVRiL */
|
|
var bool bLeadTarget;
|
|
|
|
/** Whether should consider projectile acceleration when leading targets */
|
|
var bool bConsiderProjectileAcceleration;
|
|
|
|
/** Current ammo count */
|
|
var repnotify int AmmoCount;
|
|
|
|
/** Replicated flag set when hitscan hits enemy */
|
|
var repnotify byte HitEnemy;
|
|
|
|
/** cached max range of the weapon used for aiming traces */
|
|
var float AimTraceRange;
|
|
|
|
/** actors that the aiming trace should ignore (used by vehicle weapons) */
|
|
var array<Actor> AimingTraceIgnoredActors;
|
|
|
|
replication
|
|
{
|
|
// Server->Client properties
|
|
if ( bNetOwner )
|
|
AmmoCount, HitEnemy;
|
|
}
|
|
|
|
cpptext
|
|
{
|
|
INT* GetOptimizedRepList( BYTE* InDefault, FPropertyRetirement* Retire, INT* Ptr, UPackageMap* Map, UActorChannel* Channel );
|
|
UBOOL Tick( FLOAT DeltaSeconds, ELevelTick TickType );
|
|
}
|
|
|
|
simulated function PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
|
|
AimTraceRange = MaxRange();
|
|
}
|
|
|
|
/**
|
|
* IsAimCorrect - Returns true if the turret associated with a given seat is aiming correctly
|
|
* Used by vehicle weapons with limited rotation speeds
|
|
* @return TRUE if we can hit where the controller is aiming
|
|
*/
|
|
simulated event bool IsAimCorrect();
|
|
|
|
/**
|
|
* BestMode()
|
|
* choose between regular or alt-fire
|
|
*/
|
|
function byte BestMode();
|
|
|
|
/** Util that makes sure the overlay component is last in the AllComponents/Components array. */
|
|
native function EnsureWeaponOverlayComponentLast();
|
|
|
|
/**
|
|
* This function aligns the gun model in the world
|
|
*/
|
|
simulated event SetPosition(UDKPawn Holder);
|
|
|
|
defaultproperties
|
|
{
|
|
bLeadTarget=true
|
|
bConsiderProjectileAcceleration=true
|
|
}
|