Chapter 6
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/* How far out should we be considering actors for a lock /
var float LockRange;
/* How long does the player need to target an actor to lock on to
it/
var(Locking) float LockAcquireTime;
/* Once locked, how long can the player go without painting the
object before they lose the lock /
var(Locking) float LockTolerance;
/* When true, this weapon is locked on target /
var bool bLockedOnTarget;
/* What "target" is this weapon locked on to /
var Actor LockedTarget;
var PlayerReplicationInfo LockedTargetPRI;
/* What "target" is current pending to be locked on to /
var Actor PendingLockedTarget;
/* How long since the Lock Target has been valid /
var float LastLockedOnTime;
/* When did the pending Target become valid /
var float PendingLockedTargetTime;
/* When was the last time we had a valid target /
var float LastValidTargetTime;
/* angle for locking for lock targets /
var float LockAim;
/* angle for locking for lock targets when on Console /
var float ConsoleLockAim;
/* Sound Effects to play when Locking /
var SoundCue LockAcquiredSound;
var SoundCue LockLostSound;
/* If true, weapon will try to lock onto targets /
var bool bTargetLockingActive;
/* Last time target lock was checked /
var float LastTargetLockCheckTime;