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KFMod.AA12Fire

Extends
KFShotgunFire

Core.Object
|   
+-- Engine.WeaponFire
   |   
   +-- ROEngine.BaseProjectileFire
      |   
      +-- KFMod.KFShotgunFire
         |   
         +-- KFMod.AA12Fire

Direct Known Subclasses:

GoldenAA12Fire

Variables Summary
AA12Fire
nameShellEjectBoneName
class<Emitter>ShellEjectClass
EmitterShellEjectEmitter
Inherited Variables from KFMod.KFShotgunFire
bFiringDoesntAffectMovement, bRandomPitchFireSound, CrouchedAccuracyBonus, EffectiveRange, EmptyAnim, EmptyAnimRate, FireAimedAnim, FireLoopAimedAnim, FireSoundRef, KFWeap, KickMomentum, LastClickTime, LowGravKickMomentumScale, MaxAccuracyBonus, maxHorizontalRecoilAngle, maxVerticalRecoilAngle, NoAmmoSoundRef, RandomPitchAdjustAmt, RecoilRate, StereoFireSound, StereoFireSoundRef
Inherited Variables from ROEngine.BaseProjectileFire
ProjPerFire, ProjSpawnOffset

Functions Summary
functionbool AllowFire ()))
function DestroyEffects ()))
function DoFireEffect ()))
function DrawMuzzleFlash (Canvas Canvas))
function FlashMuzzleFlash ()))
function InitEffects ()))
Inherited Functions from KFMod.KFShotgunFire
AccuracyUpdate, AllowFire, DoFireEffect, GetFireSpeed, HandleRecoil, InitEffects, MaxRange, ModeDoFire, PlayFiring, PostBeginPlay, PreloadAssets, UnloadAssets
Inherited Functions from ROEngine.BaseProjectileFire
DoFireEffect, ForceSpawnProjectile, GetDesiredProjectileClass, GetFireStart, PostSpawnProjectile, SpawnProjectile


Variables Detail

AA12Fire

ShellEjectBoneName Source code

var(AA12Fire) name ShellEjectBoneName;

ShellEjectClass Source code

var(AA12Fire) class<Emitter> ShellEjectClass;

ShellEjectEmitter Source code

var(AA12Fire) Emitter ShellEjectEmitter;


Functions Detail

AllowFire Source code

simulated function bool AllowFire ( ) )

DestroyEffects Source code

simulated function DestroyEffects ( ) )

DoFireEffect Source code

function DoFireEffect ( ) )

DrawMuzzleFlash Source code

function DrawMuzzleFlash ( Canvas Canvas) )

FlashMuzzleFlash Source code

function FlashMuzzleFlash ( ) )

InitEffects Source code

simulated function InitEffects ( ) )


Defaultproperties

defaultproperties
{
     ShellEjectClass=Class'ROEffects.KFShellEjectShotty'
     ShellEjectBoneName="Shell_eject"
     KickMomentum=(X=-35.000000,Z=5.000000)
     maxVerticalRecoilAngle=1000
     maxHorizontalRecoilAngle=500
     FireAimedAnim="Fire_Iron"
     bRandomPitchFireSound=False
     FireSoundRef="KF_AA12Snd.AA12_Fire"
     StereoFireSoundRef="KF_AA12Snd.AA12_FireST"
     NoAmmoSoundRef="KF_AA12Snd.AA12_DryFire"
     ProjPerFire=5
     bAttachSmokeEmitter=True
     TransientSoundVolume=2.000000
     TransientSoundRadius=500.000000
     FireRate=0.200000
     AmmoClass=Class'KFMod.AA12Ammo'
     ShakeRotMag=(X=50.000000,Y=50.000000,Z=250.000000)
     ShakeRotRate=(X=12500.000000,Y=12500.000000,Z=12500.000000)
     ShakeRotTime=3.000000
     ShakeOffsetMag=(X=6.000000,Y=2.000000,Z=6.000000)
     ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
     ShakeOffsetTime=1.250000
     ProjectileClass=Class'KFMod.AA12Bullet'
     BotRefireRate=0.250000
     FlashEmitterClass=Class'ROEffects.MuzzleFlash1stKar'
     aimerror=1.000000
     Spread=1125.000000
}

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Creation time: Fri 13-10-2023 03:18:40.656 - Created with UnCodeX