cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages
Class ItemCategory

java.lang.Object
  extended by cz.cuni.amis.pogamut.base.communication.messages.InfoMessage
      extended by cz.cuni.amis.pogamut.ut2004.communication.messages.gbinfomessages.ItemCategory
All Implemented Interfaces:
IWorldChangeEvent, IWorldEvent, ItemTyped, Event

public class ItemCategory
extends InfoMessage
implements IWorldEvent, IWorldChangeEvent, ItemTyped

Definition of the event ITC.

Complete message documentation: Synchronous/asynchronous message. Holds all attributes of item category. There are many item categories in UT2004. This class holds attributes for all of them. When some item category is exported just appropriate attributes are exported with it.


Field Summary
protected  int Amount
          If this item is some ammo or health pack, here we can find out how much of the attribute this item will add.
protected  java.lang.String InventoryType
          By this class the item is represented in inventory.
protected  ItemType.Category ItemCategory
          Category of the item.
protected  boolean Melee
          For Weapon.
protected  ItemType PickupType
          By this class the item is represented in the map.
protected  double PriAimError
          For Weapon, primary firing mode.
protected  boolean PriAlwaysGibs
          For Ammo or for Weapon, primary firing mode.
protected  int PriAmmoClipSize
          For Weapon, primary firing mode.
protected  int PriAmmoPerFire
          For Weapon, primary firing mode.
protected  java.lang.String PriAmmoType
          For Ammo or for Weapon, primary firing mode.
protected  boolean PriArmorStops
          For Ammo or for Weapon, primary firing mode.
protected  double PriBotRefireRate
          For Weapon, primary firing mode.
protected  double PriDamage
          For Ammo or for Weapon, primary firing mode.
protected  double PriDamageAtten
          For Weapon, primary firing mode.
protected  double PriDamageMax
          For Ammo or for Weapon, primary firing mode.
protected  double PriDamageMin
          For Ammo or for Weapon, primary firing mode.
protected  double PriDamageRadius
          For Ammo or for Weapon, primary firing mode.
protected  java.lang.String PriDamageType
          For Ammo or for Weapon, primary firing mode.
protected  boolean PriDetonatesGoop
          For Ammo or for Weapon, primary firing mode.
protected  boolean PriExtraMomZ
          For Ammo or for Weapon, primary firing mode.
protected  int PriFireCount
          For Weapon, primary firing mode.
protected  java.lang.String PriFireModeType
          For Weapon, primary firing mode.
protected  boolean PriFireOnRelease
          For Weapon, primary firing mode.
protected  double PriFireRate
          For Weapon, primary firing mode.
protected  int PriInitialAmount
          For Ammo or for Weapon, primary firing mode.
protected  boolean PriInstantHit
          For Weapon, primary firing mode.
protected  boolean PriLeadTarget
          For Weapon, primary firing mode.
protected  double PriLifeSpan
          For Ammo or for Weapon, primary firing mode.
protected  int PriMaxAmount
          For Ammo or for Weapon, primary firing mode.
protected  double PriMaxEffectDistance
          For Ammo or for Weapon, primary firing mode.
protected  double PriMaxRange
          For Ammo or for Weapon, primary firing mode.
protected  double PriMaxSpeed
          For Ammo or for Weapon, primary firing mode.
protected  boolean PriModeExclusive
          For Weapon, primary firing mode.
protected  java.lang.String PriProjType
          For Ammo or for Weapon, primary firing mode.
protected  boolean PriRecomSplashDamage
          For Weapon, primary firing mode.
protected  boolean PriSpecial
          For Ammo or for Weapon, primary firing mode.
protected  double PriSpeed
          For Ammo or for Weapon, primary firing mode.
protected  boolean PriSplashDamage
          For Weapon, primary firing mode.
protected  boolean PriSplashJump
          For Weapon, primary firing mode.
protected  double PriSpread
          For Weapon, primary firing mode.
protected  int PriSpreadStyle
          For Weapon, primary firing mode.
protected  boolean PriSuperWeapon
          For Ammo or for Weapon, primary firing mode.
protected  boolean PriTossed
          For Weapon, primary firing mode.
protected  double PriTossZ
          For Ammo or for Weapon, primary firing mode.
protected  boolean PriWaitForRelease
          For Weapon, primary firing mode.
static java.lang.String PROTOTYPE
          Example how the message looks like - used during parser tests.
protected  double SecAimError
          For Weapon, secondary firing mode.
protected  boolean SecAlwaysGibs
          For Ammo or for Weapon, secondary firing mode.
protected  int SecAmmoClipSize
          For Weapon, secondary firing mode.
protected  int SecAmmoPerFire
          For Weapon, secondary firing mode.
protected  java.lang.String SecAmmoType
          For Ammo or for Weapon, secondary firing mode.
protected  boolean SecArmorStops
          For Ammo or for Weapon, secondary firing mode.
protected  double SecBotRefireRate
          For Weapon, secondary firing mode.
protected  double SecDamage
          For Ammo or for Weapon, secondary firing mode.
protected  double SecDamageAtten
          For Weapon, secondary firing mode.
protected  double SecDamageMax
          For Ammo or for Weapon, secondary firing mode.
protected  double SecDamageMin
          For Ammo or for Weapon, secondary firing mode.
protected  double SecDamageRadius
          For Ammo or for Weapon, secondary firing mode.
protected  java.lang.String SecDamageType
          For Ammo or for Weapon, secondary firing mode.
protected  boolean SecDetonatesGoop
          For Ammo or for Weapon, secondary firing mode.
protected  boolean SecExtraMomZ
          For Ammo or for Weapon, secondary firing mode.
protected  int SecFireCount
          For Weapon, secondary firing mode.
protected  java.lang.String SecFireModeType
          For Weapon, secondary firing mode.
protected  boolean SecFireOnRelease
          For Weapon, secondary firing mode.
protected  double SecFireRate
          For Weapon, secondary firing mode.
protected  int SecInitialAmount
          For Ammo or for Weapon, secondary firing mode.
protected  boolean SecInstantHit
          For Weapon, secondary firing mode.
protected  boolean SecLeadTarget
          For Weapon, secondary firing mode.
protected  double SecLifeSpan
          For Ammo or for Weapon, secondary firing mode.
protected  int SecMaxAmount
          For Ammo or for Weapon, secondary firing mode.
protected  double SecMaxEffectDistance
          For Ammo or for Weapon, secondary firing mode.
protected  double SecMaxRange
          For Ammo or for Weapon, secondary firing mode.
protected  double SecMaxSpeed
          For Ammo or for Weapon, secondary firing mode.
protected  boolean SecModeExclusive
          For Weapon, secondary firing mode.
protected  java.lang.String SecProjType
          For Ammo or for Weapon, secondary firing mode.
protected  boolean SecRecomSplashDamage
          For Weapon, secondary firing mode.
protected  boolean SecSpecial
          For Ammo or for Weapon, secondary firing mode.
protected  double SecSpeed
          For Ammo or for Weapon, secondary firing mode.
protected  boolean SecSplashDamage
          For Weapon, secondary firing mode.
protected  boolean SecSplashJump
          For Weapon, secondary firing mode.
protected  double SecSpread
          For Weapon, secondary firing mode.
protected  int SecSpreadStyle
          For Weapon, secondary firing mode.
protected  boolean SecSuperWeapon
          For Ammo or for Weapon, secondary firing mode.
protected  boolean SecTossed
          For Weapon, secondary firing mode.
protected  double SecTossZ
          For Ammo or for Weapon, secondary firing mode.
protected  boolean SecWaitForRelease
          For Weapon, secondary firing mode.
protected  long SimTime
           
protected  boolean Sniping
          For Weapon.
protected  boolean SuperHeal
          If this item is health.
protected  boolean UsesAltAmmo
          For Weapon.
 
Constructor Summary
ItemCategory()
          Parameter-less contructor for the message.
ItemCategory(ItemCategory original)
          Cloning constructor from the full message.
ItemCategory(java.lang.String InventoryType, ItemType PickupType, ItemType.Category ItemCategory, boolean Melee, boolean Sniping, boolean UsesAltAmmo, java.lang.String PriFireModeType, boolean PriSplashDamage, boolean PriSplashJump, boolean PriRecomSplashDamage, boolean PriTossed, boolean PriLeadTarget, boolean PriInstantHit, boolean PriFireOnRelease, boolean PriWaitForRelease, boolean PriModeExclusive, double PriFireRate, double PriBotRefireRate, int PriAmmoPerFire, int PriAmmoClipSize, double PriAimError, double PriSpread, int PriSpreadStyle, int PriFireCount, double PriDamageAtten, java.lang.String PriAmmoType, int PriInitialAmount, int PriMaxAmount, double PriMaxRange, java.lang.String PriDamageType, boolean PriArmorStops, boolean PriAlwaysGibs, boolean PriSpecial, boolean PriDetonatesGoop, boolean PriSuperWeapon, boolean PriExtraMomZ, java.lang.String PriProjType, double PriDamage, double PriDamageMax, double PriDamageMin, double PriSpeed, double PriMaxSpeed, double PriLifeSpan, double PriDamageRadius, double PriTossZ, double PriMaxEffectDistance, java.lang.String SecFireModeType, boolean SecSplashDamage, boolean SecSplashJump, boolean SecRecomSplashDamage, boolean SecTossed, boolean SecLeadTarget, boolean SecInstantHit, boolean SecFireOnRelease, boolean SecWaitForRelease, boolean SecModeExclusive, double SecFireRate, double SecBotRefireRate, int SecAmmoPerFire, int SecAmmoClipSize, double SecAimError, double SecSpread, int SecSpreadStyle, int SecFireCount, double SecDamageAtten, java.lang.String SecAmmoType, int SecInitialAmount, int SecMaxAmount, double SecMaxRange, java.lang.String SecDamageType, boolean SecArmorStops, boolean SecAlwaysGibs, boolean SecSpecial, boolean SecDetonatesGoop, boolean SecSuperWeapon, boolean SecExtraMomZ, java.lang.String SecProjType, double SecDamage, double SecDamageMax, double SecDamageMin, double SecSpeed, double SecMaxSpeed, double SecLifeSpan, double SecDamageRadius, double SecTossZ, double SecMaxEffectDistance, int Amount, boolean SuperHeal)
          Creates new instance of the message ItemCategory.
 
Method Summary
 int getAmount()
          If this item is some ammo or health pack, here we can find out how much of the attribute this item will add.
 java.lang.String getInventoryType()
          By this class the item is represented in inventory.
 ItemType.Category getItemCategory()
          Category of the item.
 ItemType getPickupType()
          By this class the item is represented in the map.
 double getPriAimError()
          For Weapon, primary firing mode.
 int getPriAmmoClipSize()
          For Weapon, primary firing mode.
 int getPriAmmoPerFire()
          For Weapon, primary firing mode.
 java.lang.String getPriAmmoType()
          For Ammo or for Weapon, primary firing mode.
 double getPriBotRefireRate()
          For Weapon, primary firing mode.
 double getPriDamage()
          For Ammo or for Weapon, primary firing mode.
 double getPriDamageAtten()
          For Weapon, primary firing mode.
 double getPriDamageMax()
          For Ammo or for Weapon, primary firing mode.
 double getPriDamageMin()
          For Ammo or for Weapon, primary firing mode.
 double getPriDamageRadius()
          For Ammo or for Weapon, primary firing mode.
 java.lang.String getPriDamageType()
          For Ammo or for Weapon, primary firing mode.
 int getPriFireCount()
          For Weapon, primary firing mode.
 java.lang.String getPriFireModeType()
          For Weapon, primary firing mode.
 double getPriFireRate()
          For Weapon, primary firing mode.
 int getPriInitialAmount()
          For Ammo or for Weapon, primary firing mode.
 double getPriLifeSpan()
          For Ammo or for Weapon, primary firing mode.
 int getPriMaxAmount()
          For Ammo or for Weapon, primary firing mode.
 double getPriMaxEffectDistance()
          For Ammo or for Weapon, primary firing mode.
 double getPriMaxRange()
          For Ammo or for Weapon, primary firing mode.
 double getPriMaxSpeed()
          For Ammo or for Weapon, primary firing mode.
 java.lang.String getPriProjType()
          For Ammo or for Weapon, primary firing mode.
 double getPriSpeed()
          For Ammo or for Weapon, primary firing mode.
 double getPriSpread()
          For Weapon, primary firing mode.
 int getPriSpreadStyle()
          For Weapon, primary firing mode.
 double getPriTossZ()
          For Ammo or for Weapon, primary firing mode.
 double getSecAimError()
          For Weapon, secondary firing mode.
 int getSecAmmoClipSize()
          For Weapon, secondary firing mode.
 int getSecAmmoPerFire()
          For Weapon, secondary firing mode.
 java.lang.String getSecAmmoType()
          For Ammo or for Weapon, secondary firing mode.
 double getSecBotRefireRate()
          For Weapon, secondary firing mode.
 double getSecDamage()
          For Ammo or for Weapon, secondary firing mode.
 double getSecDamageAtten()
          For Weapon, secondary firing mode.
 double getSecDamageMax()
          For Ammo or for Weapon, secondary firing mode.
 double getSecDamageMin()
          For Ammo or for Weapon, secondary firing mode.
 double getSecDamageRadius()
          For Ammo or for Weapon, secondary firing mode.
 java.lang.String getSecDamageType()
          For Ammo or for Weapon, secondary firing mode.
 int getSecFireCount()
          For Weapon, secondary firing mode.
 java.lang.String getSecFireModeType()
          For Weapon, secondary firing mode.
 double getSecFireRate()
          For Weapon, secondary firing mode.
 int getSecInitialAmount()
          For Ammo or for Weapon, secondary firing mode.
 double getSecLifeSpan()
          For Ammo or for Weapon, secondary firing mode.
 int getSecMaxAmount()
          For Ammo or for Weapon, secondary firing mode.
 double getSecMaxEffectDistance()
          For Ammo or for Weapon, secondary firing mode.
 double getSecMaxRange()
          For Ammo or for Weapon, secondary firing mode.
 double getSecMaxSpeed()
          For Ammo or for Weapon, secondary firing mode.
 java.lang.String getSecProjType()
          For Ammo or for Weapon, secondary firing mode.
 double getSecSpeed()
          For Ammo or for Weapon, secondary firing mode.
 double getSecSpread()
          For Weapon, secondary firing mode.
 int getSecSpreadStyle()
          For Weapon, secondary firing mode.
 double getSecTossZ()
          For Ammo or for Weapon, secondary firing mode.
 long getSimTime()
          Returns the simulation time when the event has occurred.
 ItemType getType()
          Returns ItemType as injected by ItemTranslator.
 boolean isMelee()
          For Weapon.
 boolean isPriAlwaysGibs()
          For Ammo or for Weapon, primary firing mode.
 boolean isPriArmorStops()
          For Ammo or for Weapon, primary firing mode.
 boolean isPriDetonatesGoop()
          For Ammo or for Weapon, primary firing mode.
 boolean isPriExtraMomZ()
          For Ammo or for Weapon, primary firing mode.
 boolean isPriFireOnRelease()
          For Weapon, primary firing mode.
 boolean isPriInstantHit()
          For Weapon, primary firing mode.
 boolean isPriLeadTarget()
          For Weapon, primary firing mode.
 boolean isPriModeExclusive()
          For Weapon, primary firing mode.
 boolean isPriRecomSplashDamage()
          For Weapon, primary firing mode.
 boolean isPriSpecial()
          For Ammo or for Weapon, primary firing mode.
 boolean isPriSplashDamage()
          For Weapon, primary firing mode.
 boolean isPriSplashJump()
          For Weapon, primary firing mode.
 boolean isPriSuperWeapon()
          For Ammo or for Weapon, primary firing mode.
 boolean isPriTossed()
          For Weapon, primary firing mode.
 boolean isPriWaitForRelease()
          For Weapon, primary firing mode.
 boolean isSecAlwaysGibs()
          For Ammo or for Weapon, secondary firing mode.
 boolean isSecArmorStops()
          For Ammo or for Weapon, secondary firing mode.
 boolean isSecDetonatesGoop()
          For Ammo or for Weapon, secondary firing mode.
 boolean isSecExtraMomZ()
          For Ammo or for Weapon, secondary firing mode.
 boolean isSecFireOnRelease()
          For Weapon, secondary firing mode.
 boolean isSecInstantHit()
          For Weapon, secondary firing mode.
 boolean isSecLeadTarget()
          For Weapon, secondary firing mode.
 boolean isSecModeExclusive()
          For Weapon, secondary firing mode.
 boolean isSecRecomSplashDamage()
          For Weapon, secondary firing mode.
 boolean isSecSpecial()
          For Ammo or for Weapon, secondary firing mode.
 boolean isSecSplashDamage()
          For Weapon, secondary firing mode.
 boolean isSecSplashJump()
          For Weapon, secondary firing mode.
 boolean isSecSuperWeapon()
          For Ammo or for Weapon, secondary firing mode.
 boolean isSecTossed()
          For Weapon, secondary firing mode.
 boolean isSecWaitForRelease()
          For Weapon, secondary firing mode.
 boolean isSniping()
          For Weapon.
 boolean isSuperHeal()
          If this item is health.
 boolean isUsesAltAmmo()
          For Weapon.
protected  void setSimTime(long SimTime)
          Used by Yylex to slip correct time of the object or programmatically.
 java.lang.String toHtmlString()
           
 java.lang.String toString()
           
 
Methods inherited from class java.lang.Object
clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait
 

Field Detail

PROTOTYPE

public static final java.lang.String PROTOTYPE
Example how the message looks like - used during parser tests.

See Also:
Constant Field Values

SimTime

protected long SimTime

InventoryType

protected java.lang.String InventoryType
By this class the item is represented in inventory. This is inventory type class.


PickupType

protected ItemType PickupType
By this class the item is represented in the map. This is pickup type class.


ItemCategory

protected ItemType.Category ItemCategory
Category of the item. Can be "Weapon", "Adrenaline", "Ammo", "Armor", "Shield", "Health" or "Other".


Melee

protected boolean Melee
For Weapon. True if the weapon is melee weapon (close range).


Sniping

protected boolean Sniping
For Weapon. True if the weapon is sniping weapon (long range).


UsesAltAmmo

protected boolean UsesAltAmmo
For Weapon. True if the weapon uses two separate ammos for primary and secondary firing mode.


PriFireModeType

protected java.lang.String PriFireModeType
For Weapon, primary firing mode. Type of the firing mode. If none, the weapon does not have this fireing mode.


PriSplashDamage

protected boolean PriSplashDamage
For Weapon, primary firing mode. If this mode does splash damage.


PriSplashJump

protected boolean PriSplashJump
For Weapon, primary firing mode. If the splash damage of this firing mode can be used for increasing jump height.


PriRecomSplashDamage

protected boolean PriRecomSplashDamage
For Weapon, primary firing mode. If the engine recommends to use this splash damage. TODO


PriTossed

protected boolean PriTossed
For Weapon, primary firing mode. If the this mode is tossing something (projectile) out.


PriLeadTarget

protected boolean PriLeadTarget
For Weapon, primary firing mode. If this mode can lead the target. TODO


PriInstantHit

protected boolean PriInstantHit
For Weapon, primary firing mode. If this mode does instant hits - weapon hits instantly - no flying time for bullets.


PriFireOnRelease

protected boolean PriFireOnRelease
For Weapon, primary firing mode. If to fire this mode you need to press shooting button (start shooting) and then release it (stop shooting). Usually for charging weapons.


PriWaitForRelease

protected boolean PriWaitForRelease
For Weapon, primary firing mode. If to fire this mode you need to stop pressing shooting button between two shots to shoot. You will fire once when pressing the button, then you need to press it again to fire again.


PriModeExclusive

protected boolean PriModeExclusive
For Weapon, primary firing mode. If this firing mode cannot be used at the same time with other firing mode of the weapon.


PriFireRate

protected double PriFireRate
For Weapon, primary firing mode. Fire rate in seconds. How fast the weapon fires if we are firing continuosly.


PriBotRefireRate

protected double PriBotRefireRate
For Weapon, primary firing mode. Refire rate for bots in seconds. When we stop firing how long does it take to resume firing again.


PriAmmoPerFire

protected int PriAmmoPerFire
For Weapon, primary firing mode. Needed amount of ammo to fire this weapon mode once.


PriAmmoClipSize

protected int PriAmmoClipSize
For Weapon, primary firing mode. If the weapon mode has clips, their size. TODO


PriAimError

protected double PriAimError
For Weapon, primary firing mode. Aiming error of the weapon. 0 none, 1000 quite a bit.


PriSpread

protected double PriSpread
For Weapon, primary firing mode. Double, rotator units. No relation to aim error.


PriSpreadStyle

protected int PriSpreadStyle
For Weapon, primary firing mode. Type of spreading. TODO


PriFireCount

protected int PriFireCount
For Weapon, primary firing mode. TODO


PriDamageAtten

protected double PriDamageAtten
For Weapon, primary firing mode. Attenuate instant-hit/projectile damage by this multiplier.


PriAmmoType

protected java.lang.String PriAmmoType
For Ammo or for Weapon, primary firing mode. Class of the ammo.


PriInitialAmount

protected int PriInitialAmount
For Ammo or for Weapon, primary firing mode. Amount of ammo we get if we pick up the item (weapon or ammo) for the first time.


PriMaxAmount

protected int PriMaxAmount
For Ammo or for Weapon, primary firing mode. Max amount of ammo of this type we can have in our inventory.


PriMaxRange

protected double PriMaxRange
For Ammo or for Weapon, primary firing mode. TODO


PriDamageType

protected java.lang.String PriDamageType
For Ammo or for Weapon, primary firing mode. Type of the damage. Maybe the same string for all damage.


PriArmorStops

protected boolean PriArmorStops
For Ammo or for Weapon, primary firing mode. If the armor is effective against this damage type.


PriAlwaysGibs

protected boolean PriAlwaysGibs
For Ammo or for Weapon, primary firing mode. If this damage kills instantly.


PriSpecial

protected boolean PriSpecial
For Ammo or for Weapon, primary firing mode. If this damage is special. TODO


PriDetonatesGoop

protected boolean PriDetonatesGoop
For Ammo or for Weapon, primary firing mode. If this damage detonates goops. TODO


PriSuperWeapon

protected boolean PriSuperWeapon
For Ammo or for Weapon, primary firing mode. If this damage is super weapon damage. Kills everyone even teammates.


PriExtraMomZ

protected boolean PriExtraMomZ
For Ammo or for Weapon, primary firing mode. If this damage adds something to Panws momentum. TODO


PriProjType

protected java.lang.String PriProjType
For Ammo or for Weapon, primary firing mode. Class of the projectile this ammo, weapon spawns.


PriDamage

protected double PriDamage
For Ammo or for Weapon, primary firing mode. How much damage this projectile does.


PriDamageMax

protected double PriDamageMax
For Ammo or for Weapon, primary firing mode. How much maximum damage this projectile does.


PriDamageMin

protected double PriDamageMin
For Ammo or for Weapon, primary firing mode. How much minimum damage this projectile does.


PriSpeed

protected double PriSpeed
For Ammo or for Weapon, primary firing mode. Default projectile speed.


PriMaxSpeed

protected double PriMaxSpeed
For Ammo or for Weapon, primary firing mode. Maximum projectile speed.


PriLifeSpan

protected double PriLifeSpan
For Ammo or for Weapon, primary firing mode. Maximum amount of time in seconds this projectile can survive in the environment.


PriDamageRadius

protected double PriDamageRadius
For Ammo or for Weapon, primary firing mode. If the projectile does splash damage, here is radius in ut units of the splash.


PriTossZ

protected double PriTossZ
For Ammo or for Weapon, primary firing mode. If the projectile is tossed, here is velocity in Z direction of the toss. TODO


PriMaxEffectDistance

protected double PriMaxEffectDistance
For Ammo or for Weapon, primary firing mode. Maximum effective distance. TODO


SecFireModeType

protected java.lang.String SecFireModeType
For Weapon, secondary firing mode. Type of the firing mode. If none, the weapon does not have this fireing mode.


SecSplashDamage

protected boolean SecSplashDamage
For Weapon, secondary firing mode. If this mode does splash damage.


SecSplashJump

protected boolean SecSplashJump
For Weapon, secondary firing mode. If the splash damage of this firing mode can be used for increasing jump height.


SecRecomSplashDamage

protected boolean SecRecomSplashDamage
For Weapon, secondary firing mode. If the engine recommends to use this splash damage. TODO


SecTossed

protected boolean SecTossed
For Weapon, secondary firing mode. If the this mode is tossing something (projectile) out.


SecLeadTarget

protected boolean SecLeadTarget
For Weapon, secondary firing mode. If this mode can lead the target. TODO


SecInstantHit

protected boolean SecInstantHit
For Weapon, secondary firing mode. If this mode does instant hits - weapon hits instantly - no flying time for bullets.


SecFireOnRelease

protected boolean SecFireOnRelease
For Weapon, secondary firing mode. If to fire this mode you need to press shooting button (start shooting) and then release it (stop shooting). Usually for charging weapons.


SecWaitForRelease

protected boolean SecWaitForRelease
For Weapon, secondary firing mode. If to fire this mode you need to stop pressing shooting button between two shots to shoot. You will fire once when pressing the button, then you need to press it again to fire again.


SecModeExclusive

protected boolean SecModeExclusive
For Weapon, secondary firing mode. If this firing mode cannot be used at the same time with other firing mode of the weapon.


SecFireRate

protected double SecFireRate
For Weapon, secondary firing mode. Fire rate in seconds.


SecBotRefireRate

protected double SecBotRefireRate
For Weapon, secondary firing mode. Refire rate for bots in seconds. TODO


SecAmmoPerFire

protected int SecAmmoPerFire
For Weapon, secondary firing mode. Needed amount of ammo to fire this weapon mode once.


SecAmmoClipSize

protected int SecAmmoClipSize
For Weapon, secondary firing mode. If the weapon mode has clips, their size. TODO


SecAimError

protected double SecAimError
For Weapon, secondary firing mode. Aiming error of the weapon. 0 none, 1000 quite a bit.


SecSpread

protected double SecSpread
For Weapon, secondary firing mode. Double, rotator units. No relation to aim error.


SecSpreadStyle

protected int SecSpreadStyle
For Weapon, secondary firing mode. Type of spreading. TODO


SecFireCount

protected int SecFireCount
For Weapon, secondary firing mode. TODO


SecDamageAtten

protected double SecDamageAtten
For Weapon, secondary firing mode. Attenuate instant-hit/projectile damage by this multiplier.


SecAmmoType

protected java.lang.String SecAmmoType
For Ammo or for Weapon, secondary firing mode. Class of the ammo.


SecInitialAmount

protected int SecInitialAmount
For Ammo or for Weapon, secondary firing mode. Amount of ammo we get if we pick up the item (weapon or ammo) for the first time.


SecMaxAmount

protected int SecMaxAmount
For Ammo or for Weapon, secondary firing mode. Max amount of ammo of this type we can have in our inventory.


SecMaxRange

protected double SecMaxRange
For Ammo or for Weapon, secondary firing mode. TODO


SecDamageType

protected java.lang.String SecDamageType
For Ammo or for Weapon, secondary firing mode. Type of the damage. Maybe the same string for all damage.


SecArmorStops

protected boolean SecArmorStops
For Ammo or for Weapon, secondary firing mode. If the armor is effective against this damage type.


SecAlwaysGibs

protected boolean SecAlwaysGibs
For Ammo or for Weapon, secondary firing mode. If this damage kills instantly.


SecSpecial

protected boolean SecSpecial
For Ammo or for Weapon, secondary firing mode. If this damage is special. TODO


SecDetonatesGoop

protected boolean SecDetonatesGoop
For Ammo or for Weapon, secondary firing mode. If this damage detonates goops. TODO


SecSuperWeapon

protected boolean SecSuperWeapon
For Ammo or for Weapon, secondary firing mode. If this damage is super weapon damage. Kills everyone even teammates.


SecExtraMomZ

protected boolean SecExtraMomZ
For Ammo or for Weapon, secondary firing mode. If this damage adds something to Pawns momentum. TODO


SecProjType

protected java.lang.String SecProjType
For Ammo or for Weapon, secondary firing mode. Class of the projectile this ammo, weapon spawns.


SecDamage

protected double SecDamage
For Ammo or for Weapon, secondary firing mode. How much damage this projectile does.


SecDamageMax

protected double SecDamageMax
For Ammo or for Weapon, secondary firing mode. How much maximum damage this projectile does.


SecDamageMin

protected double SecDamageMin
For Ammo or for Weapon, secondary firing mode. How much minimum damage this projectile does.


SecSpeed

protected double SecSpeed
For Ammo or for Weapon, secondary firing mode. Default projectile speed.


SecMaxSpeed

protected double SecMaxSpeed
For Ammo or for Weapon, secondary firing mode. Maximum projectile speed.


SecLifeSpan

protected double SecLifeSpan
For Ammo or for Weapon, secondary firing mode. Maximum amount of time in seconds this projectile can survive in the environment.


SecDamageRadius

protected double SecDamageRadius
For Ammo or for Weapon, secondary firing mode. If the projectile does splash damage, here is radius in ut units of the splash.


SecTossZ

protected double SecTossZ
For Ammo or for Weapon, secondary firing mode. If the projectile is tossed, here is velocity in Z direction of the toss. TODO


SecMaxEffectDistance

protected double SecMaxEffectDistance
For Ammo or for Weapon, secondary firing mode. Maximum effective distance. TODO


Amount

protected int Amount
If this item is some ammo or health pack, here we can find out how much of the attribute this item will add.


SuperHeal

protected boolean SuperHeal
If this item is health. True if super health.

Constructor Detail

ItemCategory

public ItemCategory()
Parameter-less contructor for the message.


ItemCategory

public ItemCategory(java.lang.String InventoryType,
                    ItemType PickupType,
                    ItemType.Category ItemCategory,
                    boolean Melee,
                    boolean Sniping,
                    boolean UsesAltAmmo,
                    java.lang.String PriFireModeType,
                    boolean PriSplashDamage,
                    boolean PriSplashJump,
                    boolean PriRecomSplashDamage,
                    boolean PriTossed,
                    boolean PriLeadTarget,
                    boolean PriInstantHit,
                    boolean PriFireOnRelease,
                    boolean PriWaitForRelease,
                    boolean PriModeExclusive,
                    double PriFireRate,
                    double PriBotRefireRate,
                    int PriAmmoPerFire,
                    int PriAmmoClipSize,
                    double PriAimError,
                    double PriSpread,
                    int PriSpreadStyle,
                    int PriFireCount,
                    double PriDamageAtten,
                    java.lang.String PriAmmoType,
                    int PriInitialAmount,
                    int PriMaxAmount,
                    double PriMaxRange,
                    java.lang.String PriDamageType,
                    boolean PriArmorStops,
                    boolean PriAlwaysGibs,
                    boolean PriSpecial,
                    boolean PriDetonatesGoop,
                    boolean PriSuperWeapon,
                    boolean PriExtraMomZ,
                    java.lang.String PriProjType,
                    double PriDamage,
                    double PriDamageMax,
                    double PriDamageMin,
                    double PriSpeed,
                    double PriMaxSpeed,
                    double PriLifeSpan,
                    double PriDamageRadius,
                    double PriTossZ,
                    double PriMaxEffectDistance,
                    java.lang.String SecFireModeType,
                    boolean SecSplashDamage,
                    boolean SecSplashJump,
                    boolean SecRecomSplashDamage,
                    boolean SecTossed,
                    boolean SecLeadTarget,
                    boolean SecInstantHit,
                    boolean SecFireOnRelease,
                    boolean SecWaitForRelease,
                    boolean SecModeExclusive,
                    double SecFireRate,
                    double SecBotRefireRate,
                    int SecAmmoPerFire,
                    int SecAmmoClipSize,
                    double SecAimError,
                    double SecSpread,
                    int SecSpreadStyle,
                    int SecFireCount,
                    double SecDamageAtten,
                    java.lang.String SecAmmoType,
                    int SecInitialAmount,
                    int SecMaxAmount,
                    double SecMaxRange,
                    java.lang.String SecDamageType,
                    boolean SecArmorStops,
                    boolean SecAlwaysGibs,
                    boolean SecSpecial,
                    boolean SecDetonatesGoop,
                    boolean SecSuperWeapon,
                    boolean SecExtraMomZ,
                    java.lang.String SecProjType,
                    double SecDamage,
                    double SecDamageMax,
                    double SecDamageMin,
                    double SecSpeed,
                    double SecMaxSpeed,
                    double SecLifeSpan,
                    double SecDamageRadius,
                    double SecTossZ,
                    double SecMaxEffectDistance,
                    int Amount,
                    boolean SuperHeal)
Creates new instance of the message ItemCategory. Synchronous/asynchronous message. Holds all attributes of item category. There are many item categories in UT2004. This class holds attributes for all of them. When some item category is exported just appropriate attributes are exported with it. Corresponding GameBots message is ITC.

Parameters:
InventoryType - By this class the item is represented in inventory. This is inventory type class.
PickupType - By this class the item is represented in the map. This is pickup type class.
ItemCategory - Category of the item. Can be "Weapon", "Adrenaline", "Ammo", "Armor", "Shield", "Health" or "Other".
Melee - For Weapon. True if the weapon is melee weapon (close range).
Sniping - For Weapon. True if the weapon is sniping weapon (long range).
UsesAltAmmo - For Weapon. True if the weapon uses two separate ammos for primary and secondary firing mode.
PriFireModeType - For Weapon, primary firing mode. Type of the firing mode. If none, the weapon does not have this fireing mode.
PriSplashDamage - For Weapon, primary firing mode. If this mode does splash damage.
PriSplashJump - For Weapon, primary firing mode. If the splash damage of this firing mode can be used for increasing jump height.
PriRecomSplashDamage - For Weapon, primary firing mode. If the engine recommends to use this splash damage. TODO
PriTossed - For Weapon, primary firing mode. If the this mode is tossing something (projectile) out.
PriLeadTarget - For Weapon, primary firing mode. If this mode can lead the target. TODO
PriInstantHit - For Weapon, primary firing mode. If this mode does instant hits - weapon hits instantly - no flying time for bullets.
PriFireOnRelease - For Weapon, primary firing mode. If to fire this mode you need to press shooting button (start shooting) and then release it (stop shooting). Usually for charging weapons.
PriWaitForRelease - For Weapon, primary firing mode. If to fire this mode you need to stop pressing shooting button between two shots to shoot. You will fire once when pressing the button, then you need to press it again to fire again.
PriModeExclusive - For Weapon, primary firing mode. If this firing mode cannot be used at the same time with other firing mode of the weapon.
PriFireRate - For Weapon, primary firing mode. Fire rate in seconds. How fast the weapon fires if we are firing continuosly.
PriBotRefireRate - For Weapon, primary firing mode. Refire rate for bots in seconds. When we stop firing how long does it take to resume firing again.
PriAmmoPerFire - For Weapon, primary firing mode. Needed amount of ammo to fire this weapon mode once.
PriAmmoClipSize - For Weapon, primary firing mode. If the weapon mode has clips, their size. TODO
PriAimError - For Weapon, primary firing mode. Aiming error of the weapon. 0 none, 1000 quite a bit.
PriSpread - For Weapon, primary firing mode. Double, rotator units. No relation to aim error.
PriSpreadStyle - For Weapon, primary firing mode. Type of spreading. TODO
PriFireCount - For Weapon, primary firing mode. TODO
PriDamageAtten - For Weapon, primary firing mode. Attenuate instant-hit/projectile damage by this multiplier.
PriAmmoType - For Ammo or for Weapon, primary firing mode. Class of the ammo.
PriInitialAmount - For Ammo or for Weapon, primary firing mode. Amount of ammo we get if we pick up the item (weapon or ammo) for the first time.
PriMaxAmount - For Ammo or for Weapon, primary firing mode. Max amount of ammo of this type we can have in our inventory.
PriMaxRange - For Ammo or for Weapon, primary firing mode. TODO
PriDamageType - For Ammo or for Weapon, primary firing mode. Type of the damage. Maybe the same string for all damage.
PriArmorStops - For Ammo or for Weapon, primary firing mode. If the armor is effective against this damage type.
PriAlwaysGibs - For Ammo or for Weapon, primary firing mode. If this damage kills instantly.
PriSpecial - For Ammo or for Weapon, primary firing mode. If this damage is special. TODO
PriDetonatesGoop - For Ammo or for Weapon, primary firing mode. If this damage detonates goops. TODO
PriSuperWeapon - For Ammo or for Weapon, primary firing mode. If this damage is super weapon damage. Kills everyone even teammates.
PriExtraMomZ - For Ammo or for Weapon, primary firing mode. If this damage adds something to Panws momentum. TODO
PriProjType - For Ammo or for Weapon, primary firing mode. Class of the projectile this ammo, weapon spawns.
PriDamage - For Ammo or for Weapon, primary firing mode. How much damage this projectile does.
PriDamageMax - For Ammo or for Weapon, primary firing mode. How much maximum damage this projectile does.
PriDamageMin - For Ammo or for Weapon, primary firing mode. How much minimum damage this projectile does.
PriSpeed - For Ammo or for Weapon, primary firing mode. Default projectile speed.
PriMaxSpeed - For Ammo or for Weapon, primary firing mode. Maximum projectile speed.
PriLifeSpan - For Ammo or for Weapon, primary firing mode. Maximum amount of time in seconds this projectile can survive in the environment.
PriDamageRadius - For Ammo or for Weapon, primary firing mode. If the projectile does splash damage, here is radius in ut units of the splash.
PriTossZ - For Ammo or for Weapon, primary firing mode. If the projectile is tossed, here is velocity in Z direction of the toss. TODO
PriMaxEffectDistance - For Ammo or for Weapon, primary firing mode. Maximum effective distance. TODO
SecFireModeType - For Weapon, secondary firing mode. Type of the firing mode. If none, the weapon does not have this fireing mode.
SecSplashDamage - For Weapon, secondary firing mode. If this mode does splash damage.
SecSplashJump - For Weapon, secondary firing mode. If the splash damage of this firing mode can be used for increasing jump height.
SecRecomSplashDamage - For Weapon, secondary firing mode. If the engine recommends to use this splash damage. TODO
SecTossed - For Weapon, secondary firing mode. If the this mode is tossing something (projectile) out.
SecLeadTarget - For Weapon, secondary firing mode. If this mode can lead the target. TODO
SecInstantHit - For Weapon, secondary firing mode. If this mode does instant hits - weapon hits instantly - no flying time for bullets.
SecFireOnRelease - For Weapon, secondary firing mode. If to fire this mode you need to press shooting button (start shooting) and then release it (stop shooting). Usually for charging weapons.
SecWaitForRelease - For Weapon, secondary firing mode. If to fire this mode you need to stop pressing shooting button between two shots to shoot. You will fire once when pressing the button, then you need to press it again to fire again.
SecModeExclusive - For Weapon, secondary firing mode. If this firing mode cannot be used at the same time with other firing mode of the weapon.
SecFireRate - For Weapon, secondary firing mode. Fire rate in seconds.
SecBotRefireRate - For Weapon, secondary firing mode. Refire rate for bots in seconds. TODO
SecAmmoPerFire - For Weapon, secondary firing mode. Needed amount of ammo to fire this weapon mode once.
SecAmmoClipSize - For Weapon, secondary firing mode. If the weapon mode has clips, their size. TODO
SecAimError - For Weapon, secondary firing mode. Aiming error of the weapon. 0 none, 1000 quite a bit.
SecSpread - For Weapon, secondary firing mode. Double, rotator units. No relation to aim error.
SecSpreadStyle - For Weapon, secondary firing mode. Type of spreading. TODO
SecFireCount - For Weapon, secondary firing mode. TODO
SecDamageAtten - For Weapon, secondary firing mode. Attenuate instant-hit/projectile damage by this multiplier.
SecAmmoType - For Ammo or for Weapon, secondary firing mode. Class of the ammo.
SecInitialAmount - For Ammo or for Weapon, secondary firing mode. Amount of ammo we get if we pick up the item (weapon or ammo) for the first time.
SecMaxAmount - For Ammo or for Weapon, secondary firing mode. Max amount of ammo of this type we can have in our inventory.
SecMaxRange - For Ammo or for Weapon, secondary firing mode. TODO
SecDamageType - For Ammo or for Weapon, secondary firing mode. Type of the damage. Maybe the same string for all damage.
SecArmorStops - For Ammo or for Weapon, secondary firing mode. If the armor is effective against this damage type.
SecAlwaysGibs - For Ammo or for Weapon, secondary firing mode. If this damage kills instantly.
SecSpecial - For Ammo or for Weapon, secondary firing mode. If this damage is special. TODO
SecDetonatesGoop - For Ammo or for Weapon, secondary firing mode. If this damage detonates goops. TODO
SecSuperWeapon - For Ammo or for Weapon, secondary firing mode. If this damage is super weapon damage. Kills everyone even teammates.
SecExtraMomZ - For Ammo or for Weapon, secondary firing mode. If this damage adds something to Pawns momentum. TODO
SecProjType - For Ammo or for Weapon, secondary firing mode. Class of the projectile this ammo, weapon spawns.
SecDamage - For Ammo or for Weapon, secondary firing mode. How much damage this projectile does.
SecDamageMax - For Ammo or for Weapon, secondary firing mode. How much maximum damage this projectile does.
SecDamageMin - For Ammo or for Weapon, secondary firing mode. How much minimum damage this projectile does.
SecSpeed - For Ammo or for Weapon, secondary firing mode. Default projectile speed.
SecMaxSpeed - For Ammo or for Weapon, secondary firing mode. Maximum projectile speed.
SecLifeSpan - For Ammo or for Weapon, secondary firing mode. Maximum amount of time in seconds this projectile can survive in the environment.
SecDamageRadius - For Ammo or for Weapon, secondary firing mode. If the projectile does splash damage, here is radius in ut units of the splash.
SecTossZ - For Ammo or for Weapon, secondary firing mode. If the projectile is tossed, here is velocity in Z direction of the toss. TODO
SecMaxEffectDistance - For Ammo or for Weapon, secondary firing mode. Maximum effective distance. TODO
Amount - If this item is some ammo or health pack, here we can find out how much of the attribute this item will add.
SuperHeal - If this item is health. True if super health.

ItemCategory

public ItemCategory(ItemCategory original)
Cloning constructor from the full message.

Parameters:
original -
Method Detail

getSimTime

public long getSimTime()
Description copied from interface: IWorldEvent
Returns the simulation time when the event has occurred.

Specified by:
getSimTime in interface IWorldChangeEvent
Specified by:
getSimTime in interface IWorldEvent
Returns:
timestamp

setSimTime

protected void setSimTime(long SimTime)
Used by Yylex to slip correct time of the object or programmatically.


getInventoryType

public java.lang.String getInventoryType()
By this class the item is represented in inventory. This is inventory type class.


getPickupType

public ItemType getPickupType()
By this class the item is represented in the map. This is pickup type class.


getItemCategory

public ItemType.Category getItemCategory()
Category of the item. Can be "Weapon", "Adrenaline", "Ammo", "Armor", "Shield", "Health" or "Other".


isMelee

public boolean isMelee()
For Weapon. True if the weapon is melee weapon (close range).


isSniping

public boolean isSniping()
For Weapon. True if the weapon is sniping weapon (long range).


isUsesAltAmmo

public boolean isUsesAltAmmo()
For Weapon. True if the weapon uses two separate ammos for primary and secondary firing mode.


getPriFireModeType

public java.lang.String getPriFireModeType()
For Weapon, primary firing mode. Type of the firing mode. If none, the weapon does not have this fireing mode.


isPriSplashDamage

public boolean isPriSplashDamage()
For Weapon, primary firing mode. If this mode does splash damage.


isPriSplashJump

public boolean isPriSplashJump()
For Weapon, primary firing mode. If the splash damage of this firing mode can be used for increasing jump height.


isPriRecomSplashDamage

public boolean isPriRecomSplashDamage()
For Weapon, primary firing mode. If the engine recommends to use this splash damage. TODO


isPriTossed

public boolean isPriTossed()
For Weapon, primary firing mode. If the this mode is tossing something (projectile) out.


isPriLeadTarget

public boolean isPriLeadTarget()
For Weapon, primary firing mode. If this mode can lead the target. TODO


isPriInstantHit

public boolean isPriInstantHit()
For Weapon, primary firing mode. If this mode does instant hits - weapon hits instantly - no flying time for bullets.


isPriFireOnRelease

public boolean isPriFireOnRelease()
For Weapon, primary firing mode. If to fire this mode you need to press shooting button (start shooting) and then release it (stop shooting). Usually for charging weapons.


isPriWaitForRelease

public boolean isPriWaitForRelease()
For Weapon, primary firing mode. If to fire this mode you need to stop pressing shooting button between two shots to shoot. You will fire once when pressing the button, then you need to press it again to fire again.


isPriModeExclusive

public boolean isPriModeExclusive()
For Weapon, primary firing mode. If this firing mode cannot be used at the same time with other firing mode of the weapon.


getPriFireRate

public double getPriFireRate()
For Weapon, primary firing mode. Fire rate in seconds. How fast the weapon fires if we are firing continuosly.


getPriBotRefireRate

public double getPriBotRefireRate()
For Weapon, primary firing mode. Refire rate for bots in seconds. When we stop firing how long does it take to resume firing again.


getPriAmmoPerFire

public int getPriAmmoPerFire()
For Weapon, primary firing mode. Needed amount of ammo to fire this weapon mode once.


getPriAmmoClipSize

public int getPriAmmoClipSize()
For Weapon, primary firing mode. If the weapon mode has clips, their size. TODO


getPriAimError

public double getPriAimError()
For Weapon, primary firing mode. Aiming error of the weapon. 0 none, 1000 quite a bit.


getPriSpread

public double getPriSpread()
For Weapon, primary firing mode. Double, rotator units. No relation to aim error.


getPriSpreadStyle

public int getPriSpreadStyle()
For Weapon, primary firing mode. Type of spreading. TODO


getPriFireCount

public int getPriFireCount()
For Weapon, primary firing mode. TODO


getPriDamageAtten

public double getPriDamageAtten()
For Weapon, primary firing mode. Attenuate instant-hit/projectile damage by this multiplier.


getPriAmmoType

public java.lang.String getPriAmmoType()
For Ammo or for Weapon, primary firing mode. Class of the ammo.


getPriInitialAmount

public int getPriInitialAmount()
For Ammo or for Weapon, primary firing mode. Amount of ammo we get if we pick up the item (weapon or ammo) for the first time.


getPriMaxAmount

public int getPriMaxAmount()
For Ammo or for Weapon, primary firing mode. Max amount of ammo of this type we can have in our inventory.


getPriMaxRange

public double getPriMaxRange()
For Ammo or for Weapon, primary firing mode. TODO


getPriDamageType

public java.lang.String getPriDamageType()
For Ammo or for Weapon, primary firing mode. Type of the damage. Maybe the same string for all damage.


isPriArmorStops

public boolean isPriArmorStops()
For Ammo or for Weapon, primary firing mode. If the armor is effective against this damage type.


isPriAlwaysGibs

public boolean isPriAlwaysGibs()
For Ammo or for Weapon, primary firing mode. If this damage kills instantly.


isPriSpecial

public boolean isPriSpecial()
For Ammo or for Weapon, primary firing mode. If this damage is special. TODO


isPriDetonatesGoop

public boolean isPriDetonatesGoop()
For Ammo or for Weapon, primary firing mode. If this damage detonates goops. TODO


isPriSuperWeapon

public boolean isPriSuperWeapon()
For Ammo or for Weapon, primary firing mode. If this damage is super weapon damage. Kills everyone even teammates.


isPriExtraMomZ

public boolean isPriExtraMomZ()
For Ammo or for Weapon, primary firing mode. If this damage adds something to Panws momentum. TODO


getPriProjType

public java.lang.String getPriProjType()
For Ammo or for Weapon, primary firing mode. Class of the projectile this ammo, weapon spawns.


getPriDamage

public double getPriDamage()
For Ammo or for Weapon, primary firing mode. How much damage this projectile does.


getPriDamageMax

public double getPriDamageMax()
For Ammo or for Weapon, primary firing mode. How much maximum damage this projectile does.


getPriDamageMin

public double getPriDamageMin()
For Ammo or for Weapon, primary firing mode. How much minimum damage this projectile does.


getPriSpeed

public double getPriSpeed()
For Ammo or for Weapon, primary firing mode. Default projectile speed.


getPriMaxSpeed

public double getPriMaxSpeed()
For Ammo or for Weapon, primary firing mode. Maximum projectile speed.


getPriLifeSpan

public double getPriLifeSpan()
For Ammo or for Weapon, primary firing mode. Maximum amount of time in seconds this projectile can survive in the environment.


getPriDamageRadius

public double getPriDamageRadius()
For Ammo or for Weapon, primary firing mode. If the projectile does splash damage, here is radius in ut units of the splash.


getPriTossZ

public double getPriTossZ()
For Ammo or for Weapon, primary firing mode. If the projectile is tossed, here is velocity in Z direction of the toss. TODO


getPriMaxEffectDistance

public double getPriMaxEffectDistance()
For Ammo or for Weapon, primary firing mode. Maximum effective distance. TODO


getSecFireModeType

public java.lang.String getSecFireModeType()
For Weapon, secondary firing mode. Type of the firing mode. If none, the weapon does not have this fireing mode.


isSecSplashDamage

public boolean isSecSplashDamage()
For Weapon, secondary firing mode. If this mode does splash damage.


isSecSplashJump

public boolean isSecSplashJump()
For Weapon, secondary firing mode. If the splash damage of this firing mode can be used for increasing jump height.


isSecRecomSplashDamage

public boolean isSecRecomSplashDamage()
For Weapon, secondary firing mode. If the engine recommends to use this splash damage. TODO


isSecTossed

public boolean isSecTossed()
For Weapon, secondary firing mode. If the this mode is tossing something (projectile) out.


isSecLeadTarget

public boolean isSecLeadTarget()
For Weapon, secondary firing mode. If this mode can lead the target. TODO


isSecInstantHit

public boolean isSecInstantHit()
For Weapon, secondary firing mode. If this mode does instant hits - weapon hits instantly - no flying time for bullets.


isSecFireOnRelease

public boolean isSecFireOnRelease()
For Weapon, secondary firing mode. If to fire this mode you need to press shooting button (start shooting) and then release it (stop shooting). Usually for charging weapons.


isSecWaitForRelease

public boolean isSecWaitForRelease()
For Weapon, secondary firing mode. If to fire this mode you need to stop pressing shooting button between two shots to shoot. You will fire once when pressing the button, then you need to press it again to fire again.


isSecModeExclusive

public boolean isSecModeExclusive()
For Weapon, secondary firing mode. If this firing mode cannot be used at the same time with other firing mode of the weapon.


getSecFireRate

public double getSecFireRate()
For Weapon, secondary firing mode. Fire rate in seconds.


getSecBotRefireRate

public double getSecBotRefireRate()
For Weapon, secondary firing mode. Refire rate for bots in seconds. TODO


getSecAmmoPerFire

public int getSecAmmoPerFire()
For Weapon, secondary firing mode. Needed amount of ammo to fire this weapon mode once.


getSecAmmoClipSize

public int getSecAmmoClipSize()
For Weapon, secondary firing mode. If the weapon mode has clips, their size. TODO


getSecAimError

public double getSecAimError()
For Weapon, secondary firing mode. Aiming error of the weapon. 0 none, 1000 quite a bit.


getSecSpread

public double getSecSpread()
For Weapon, secondary firing mode. Double, rotator units. No relation to aim error.


getSecSpreadStyle

public int getSecSpreadStyle()
For Weapon, secondary firing mode. Type of spreading. TODO


getSecFireCount

public int getSecFireCount()
For Weapon, secondary firing mode. TODO


getSecDamageAtten

public double getSecDamageAtten()
For Weapon, secondary firing mode. Attenuate instant-hit/projectile damage by this multiplier.


getSecAmmoType

public java.lang.String getSecAmmoType()
For Ammo or for Weapon, secondary firing mode. Class of the ammo.


getSecInitialAmount

public int getSecInitialAmount()
For Ammo or for Weapon, secondary firing mode. Amount of ammo we get if we pick up the item (weapon or ammo) for the first time.


getSecMaxAmount

public int getSecMaxAmount()
For Ammo or for Weapon, secondary firing mode. Max amount of ammo of this type we can have in our inventory.


getSecMaxRange

public double getSecMaxRange()
For Ammo or for Weapon, secondary firing mode. TODO


getSecDamageType

public java.lang.String getSecDamageType()
For Ammo or for Weapon, secondary firing mode. Type of the damage. Maybe the same string for all damage.


isSecArmorStops

public boolean isSecArmorStops()
For Ammo or for Weapon, secondary firing mode. If the armor is effective against this damage type.


isSecAlwaysGibs

public boolean isSecAlwaysGibs()
For Ammo or for Weapon, secondary firing mode. If this damage kills instantly.


isSecSpecial

public boolean isSecSpecial()
For Ammo or for Weapon, secondary firing mode. If this damage is special. TODO


isSecDetonatesGoop

public boolean isSecDetonatesGoop()
For Ammo or for Weapon, secondary firing mode. If this damage detonates goops. TODO


isSecSuperWeapon

public boolean isSecSuperWeapon()
For Ammo or for Weapon, secondary firing mode. If this damage is super weapon damage. Kills everyone even teammates.


isSecExtraMomZ

public boolean isSecExtraMomZ()
For Ammo or for Weapon, secondary firing mode. If this damage adds something to Pawns momentum. TODO


getSecProjType

public java.lang.String getSecProjType()
For Ammo or for Weapon, secondary firing mode. Class of the projectile this ammo, weapon spawns.


getSecDamage

public double getSecDamage()
For Ammo or for Weapon, secondary firing mode. How much damage this projectile does.


getSecDamageMax

public double getSecDamageMax()
For Ammo or for Weapon, secondary firing mode. How much maximum damage this projectile does.


getSecDamageMin

public double getSecDamageMin()
For Ammo or for Weapon, secondary firing mode. How much minimum damage this projectile does.


getSecSpeed

public double getSecSpeed()
For Ammo or for Weapon, secondary firing mode. Default projectile speed.


getSecMaxSpeed

public double getSecMaxSpeed()
For Ammo or for Weapon, secondary firing mode. Maximum projectile speed.


getSecLifeSpan

public double getSecLifeSpan()
For Ammo or for Weapon, secondary firing mode. Maximum amount of time in seconds this projectile can survive in the environment.


getSecDamageRadius

public double getSecDamageRadius()
For Ammo or for Weapon, secondary firing mode. If the projectile does splash damage, here is radius in ut units of the splash.


getSecTossZ

public double getSecTossZ()
For Ammo or for Weapon, secondary firing mode. If the projectile is tossed, here is velocity in Z direction of the toss. TODO


getSecMaxEffectDistance

public double getSecMaxEffectDistance()
For Ammo or for Weapon, secondary firing mode. Maximum effective distance. TODO


getAmount

public int getAmount()
If this item is some ammo or health pack, here we can find out how much of the attribute this item will add.


isSuperHeal

public boolean isSuperHeal()
If this item is health. True if super health.


toString

public java.lang.String toString()
Overrides:
toString in class InfoMessage

toHtmlString

public java.lang.String toHtmlString()

getType

public ItemType getType()
Description copied from interface: ItemTyped
Returns ItemType as injected by ItemTranslator.

Specified by:
getType in interface ItemTyped
Returns: