KFMod.HuskGunFire
- Extends
- KFShotgunFire
Core.Object
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+-- Engine.WeaponFire
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+-- ROEngine.BaseProjectileFire
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+-- KFMod.KFShotgunFire
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+-- KFMod.HuskGunFire
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 Functions from KFMod.KFShotgunFire |
AccuracyUpdate, AllowFire, DoFireEffect, GetFireSpeed, HandleRecoil, InitEffects, MaxRange, ModeDoFire, PlayFiring, PostBeginPlay, PreloadAssets, UnloadAssets |
var
sound AmbientChargeUpSound;
AmbientChargeUpSoundRef Source code
var string AmbientChargeUpSoundRef;
var
sound AmbientFireSound;
AmbientFireSoundRadius Source code
var float AmbientFireSoundRadius;
var string AmbientFireSoundRef;
var byte AmbientFireVolume;
HuskGunFire
simulated function bool AllowFire ( ) )
simulated function DestroyChargeEffect ( ) )
simulated function DestroyEffects ( ) )
function DoFireEffect ( ) )
GetDesiredProjectileClass Source code
function
class<
Projectile> GetDesiredProjectileClass ( ) )
simulated function HandleRecoil ( float Rec) )
simulated function InitChargeEffect ( ) )
function float MaxRange ( ) )
event ModeDoFire ( ) )
function ModeHoldFire ( ) )
function PlayAmbientSound (
Sound aSound) )
function PlayPreFire ( ) )
function Timer ( ) )
static function bool UnloadAssets ( ) )
defaultproperties
{
AmbientFireSoundRadius=500.000000
AmbientFireVolume=255
AmbientChargeUpSoundRef="KF_HuskGunSnd.ChargeUp"
AmbientFireSoundRef="KF_HuskGunSnd.ChargedLoop"
MaxChargeTime=3.000000
WeakProjectileClass=Class'KFMod.HuskGunProjectile_Weak'
StrongProjectileClass=Class'KFMod.HuskGunProjectile_Strong'
ChargeEmitterClass=Class'ROEffects.ChargeUp1stHusk'
EffectiveRange=5000.000000
maxVerticalRecoilAngle=1500
maxHorizontalRecoilAngle=250
FireAimedAnim="Fire_Iron"
FireSoundRef="KF_HuskGunSnd.HuskGun_Fire"
StereoFireSoundRef="KF_HuskGunSnd.HuskGun_FireST"
NoAmmoSoundRef="KF_BaseHusk.Husk_WindDown01"
ProjPerFire=1
ProjSpawnOffset=(X=50.000000,Y=10.000000,Z=-20.000000)
bFireOnRelease=True
bWaitForRelease=True
TransientSoundVolume=2.000000
TransientSoundRadius=500.000000
FireForce="AssaultRifleFire"
FireRate=0.750000
AmmoClass=Class'KFMod.HuskGunAmmo'
ShakeRotMag=(X=50.000000,Y=50.000000,Z=400.000000)
ShakeRotRate=(X=12500.000000,Y=12500.000000,Z=12500.000000)
ShakeRotTime=5.000000
ShakeOffsetMag=(X=6.000000,Y=2.000000,Z=10.000000)
ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
ShakeOffsetTime=3.000000
ProjectileClass=Class'KFMod.HuskGunProjectile'
BotRefireRate=1.800000
FlashEmitterClass=Class'ROEffects.MuzzleFlash1stHusk'
aimerror=42.000000
Spread=0.015000
}
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Creation time: Fri 13-10-2023 03:18:45.686 - Created with
UnCodeX