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KFMod.KFWeapon

Extends
BaseKFWeapon
Modifiers
abstract

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- ROEngine.BaseKFWeapon
            |   
            +-- KFMod.KFWeapon

Direct Known Subclasses:

AA12AutoShotgun, AK47AssaultRifle, BlowerThrower, Bullpup, Crossbow, Crossbuzzsaw, Deagle, Dualies, Dummy_JoggingWeapon, FlameThrower, FlareRevolver, FNFAL_ACOG_AssaultRifle, Frag, HuskGun, KFMedicGun, KFMeleeGun, KFWeaponShotgun, KSGShotgun, M14EBRBattleRifle, M4AssaultRifle, M79GrenadeLauncher, M99SniperRifle, MAC10MP, MachinePistol, Magnum44Pistol, MK23Pistol, MKb42AssaultRifle, NailGun, PipeBombExplosive, SCARMK17AssaultRifle, SealSquealHarpoonBomber, SeekerSixRocketLauncher, Single, SPSniperRifle, StunNade, ThompsonSMG, ZEDGun, ZEDMKIIWeapon

Constants Summary
Inherited Contants from Engine.Weapon
NUM_FIRE_MODES

Variables Summary
intAppID
boolbAimingRifle
boolbAmmoHUDAsBar
boolbConsumesPhysicalAmmo
boolbDoSingleReload
boolbDualWeapon
boolbForceLeaveIronsights
boolbHasScope
boolbHasSecondaryAmmo
boolbIsReloading
boolbIsTier2Weapon
boolbIsTier3Weapon
boolbKFNeverThrow
boolbModeZeroCanDryFire
boolbNoHit
boolbPendingFlashlight
boolbPreviouslyDropped
boolbReduceMagAmmoOnSecondaryFire
boolbReloadEffectDone
boolbShowPullOutHint
boolbSpeedMeUp
boolbSteadyAim
boolbUseCombos
VectorEndBeamEffect
nameFlashBoneName
Effect_TacLightProjectorFlashLight
floatForceZoomOutTime
stringHudImageRef
KFScopeDetailSettingsKFScopeDetail
floatLastAmmoResult
floatLastHasGunMsgTime
intMagAmmoRemaining
stringMeshRef
floatNextAmmoCheckTime
intNumClicks
intNumLoadedThisReload
floatQuickBringUpTime
floatQuickPutDownTime
intReferenceCount
floatReloadTimer
stringSelectedHudImageRef
stringSelectSoundRef
intSellValue
array<string>SkinRefs
floatStandardDisplayFOV
intStoppingPower
ActorTacShine
PlayerControllerTier3WeaponGiver
textureTraderInfoTexture
intUnlockedByAchievement
nameWeaponReloadAnim
KFWeapon
boolbHoldToReload
boolbTorchEnabled
EClientGrenadeStateClientGrenadeState
vectorFirstPersonFlashlightOffset
materialHudImage
nameIdleAimAnim
intMagCapacity
intMinimumFireRange
nameModeSwitchAnim
nameReloadAnim
floatReloadAnimRate
floatReloadRate
materialSelectedHudImage
byteSleeveNum
class<InventoryAttachment>TacShineClass
soundToggleSound
floatWeight
Zooming
soundAimInSound
soundAimOutSound
boolbHasAimingMode
floatForceZoomOutOnAltFireTime
floatForceZoomOutOnFireTime
floatZoomedDisplayFOVHigh
Inherited Variables from ROEngine.BaseKFWeapon
bFastZoomOut, bZoomingIn, bZoomingOut, bZoomInInterrupted, bZoomOutInterrupted, FastZoomOutTime, LastZoomOutTime, PlayerIronSightFOV, ZoomedDisplayFOV, ZoomInRotation, ZoomPartialTime, ZoomRotInterp, ZoomRotStartOffset, ZoomStartDisplayFOV, ZoomStartOffset, ZoomTime
Inherited Variables from Engine.Weapon
AimAnim, AimAnimRate, AIRating, AmmoCharge[2], AmmoClass[2], Ammo[NUM_FIRE_MODES], bBayonetMounted, bBerserk, bBipodDeployed, bCanAttachOnBack, bCanBipodDeploy, bCanRestDeploy, bCanSway, bCanThrow, bDebugging, bEndOfRound, bForceSwitch, bInitOldMesh, bMatchWeapons, bMeleeWeapon, bNoAmmoInstances, bNoInstagibReplace, bNotInDemo, bNotInPriorityList, bNoVoluntarySwitch, BotMode, bPendingSwitch, BringUpTime, bShowChargingBar, bSniping, bSpectated, bUseOldWeaponMesh, bUsesFreeAim, bUsingSights, CenteredOffsetY, CenteredRoll, CenteredYaw, ClientState, CurrentRating, CustomCrosshair, CustomCrossHairColor, CustomCrossHairScale, CustomCrossHairTexture, CustomCrossHairTextureName, DefaultPriority, DemoReplacement, Description, DisplayFOV, DownDelay, EffectOffset, ExchangeFireModes, FireModeClass[NUM_FIRE_MODES], FireMode[NUM_FIRE_MODES], Hand, HudColor, IdleAnim, IdleAnimRate, LastStartCrawlingTime, MessageNoAmmo, MinReloadPct, OldCenteredOffsetY, OldCenteredRoll, OldCenteredYaw, OldDrawScale, OldMesh, OldPickup, OldPlayerViewOffset, OldPlayerViewPivot, OldSmallViewOffset, OldWeapon, Priority, PutDownAnim, PutDownAnimRate, PutDownTime, RenderedHand, RestAnim, RestAnimRate, RunAnim, RunAnimRate, SelectAnim, SelectAnimRate, SelectForce, SelectSound, SmallEffectOffset, SmallViewOffset

Enumerations Summary
EClientGrenadeState
GN_None, GN_TempDown, GN_BringUp,
KFScopeDetailSettings
KF_ModelScope, KF_TextureScope, KF_ModelScopeHigh, KF_None
Inherited Enumerations from Engine.Weapon
EWeaponClientState

Functions Summary
function AccuracyUpdate (float Velocity))
function ActuallyFinishReloading ()))
function AddReloadedAmmo ()))
function AdjustIngameScope ()
function AdjustLightGraphic ()))
functionbool AllowReload ()))
functionbool AmmoMaxed (int mode))
functionfloat AmmoStatus (optional int Mode))
functionbyte BestMode ()))
function BringUp (optional Weapon PrevWeapon))
functionfloat CalcFOVForAspectRatio (float OriginalFOV))
functionbool CanAttack (Actor Other))
functionbool CanThrow ()))
functionbool CanZoomNow ()))
functionfloat ChargeBar ()))
function ClientFinishReloading ()))
function ClientForceKFAmmoUpdate (int NewMagAmmoRemaining, int TotalAmmoRemaining))
function ClientInterruptReload ()))
function ClientReload ()))
function ClientReloadEffects ()
function ClientWeaponThrown ()))
function ClipUpgrade ()))
functionbool ConsumeAmmo (int Mode, float Load, optional bool bAmountNeededIsMax ))
function Destroyed ()))
function DisplayDebug (Canvas Canvas, out float YL, out float YPos))
function DoToggle ()))
function DropFrom (vector StartLocation))
function FillToInitialAmmo ()))
function Fire (float F))
function GetAmmoCount (out float MaxAmmoPrimary, out float CurAmmoPrimary))
functionfloat GetAmmoMulti ()))
functionvector GetEffectStart ()))
function GetSecondaryAmmoCount (out float MaxAmmoSecondary, out float CurAmmoSecondary))
function GiveAmmo (int m, WeaponPickup WP, bool bJustSpawned))
function GiveTo (pawn Other, optional Pickup Pickup ))
functionbool HandlePickupQuery (pickup Item ))
function HandleSleeveSwapping ()))
function InitFOV ()))
functionbool InterruptReload ()))
function IronSightZoomIn ()))
function IronSightZoomOut ()))
function LightFire ()))
functionint MaxAmmo (int mode))
functionWeapon NextWeapon (Weapon CurrentChoice, Weapon CurrentWeapon))
event OnZoomInFinished ()))
event OnZoomOutFinished ()))
function OwnerEvent (name EventName))
function PlayAnimZoom (bool bZoomNow)
function PlayIdle ()))
function PostBeginPlay ()))
function PostNetReceive ()))
function PreloadAssets (Inventory Inv, optional bool bSkipRefCount))
function PreTravelCleanUp ()
functionWeapon PrevWeapon (Weapon CurrentChoice, Weapon CurrentWeapon))
functionbool PutDown ()))
function ReloadMeNow ()))
event RenderOverlays (Canvas Canvas ))
function ServerChangeFireMode (bool bNewWaitForRelease))
function ServerInterruptReload ()))
function ServerRequestAutoReload ()))
function ServerSetAiming (bool IsAiming))
function ServerSpawnLight ()))
function ServerStopFire (byte Mode))
functionbool ShouldDrawPortal ()
function SilentGiveTo (Pawn Other, optional Pickup Pickup))
functionbool StartFire (int Mode))
function Timer ()))
function ToggleIronSights ()))
functionbool UnloadAssets ()))
function UpdateMagCapacity (PlayerReplicationInfo PRI))
functionWeapon WeaponChange (byte F, bool bSilent ))
function WeaponTick (float dt))
function ZoomIn (bool bAnimateTransition))
function ZoomOut (bool bAnimateTransition))
Inherited Functions from ROEngine.BaseKFWeapon
OnZoomInFinished, OnZoomOutFinished, PerformZoom, ServerZoomIn, ServerZoomOut, ZoomIn, ZoomOut
Inherited Functions from Engine.Weapon
AddAmmo, AdjustPlayerDamage, AltFire, AmmoAmount, AmmoMaxed, AmmoPickupClass, AmmoStatus, AnimEnd, BeginState, BestMode, BotFire, BringUp, CanAttack, CanHeal, CanThrow, CenteredEffectStart, ChargeBar, CheckOutOfAmmo, CheckReflect, CheckSuperBerserk, ClientForceAmmoUpdate, ClientPlayForceFeedback, ClientStartFire, ClientStopFire, ClientWeaponSet, ClientWeaponThrown, ClientWriteFire, ClientWriteStats, ConsumeAmmo, DesireAmmo, Destroyed, DetachFromPawn, DisplayDebug, DoAutoSwitch, DoReflectEffect, DrawWeaponInfo, DropFrom, EndState, FillToInitialAmmo, Fire, FireHack, FireOnRelease, FocusOnLeader, GetAIRating, GetAmmoClass, GetAmmoCount, GetDamageRadius, GetDamageType, GetEffectStart, GetFireMode, GetFireStart, GetHudAmmoCount, GetMuzzleCoords, GetViewAxes, GiveAmmo, GiveTo, HackPlayFireSound, HandlePickupQuery, HasAmmo, HolderDied, ImmediateStopFire, IncrementFlashCount, InitWeaponFires, IsCrawling, IsFiring, IsMounted, IsRapidFire, Loaded, MaxAmmo, MaxOutAmmo, NeedAmmo, NewDrawWeaponInfo, NextWeapon, NotifyCrawlMoving, NotifyOwnerJumped, NotifyStopCrawlMoving, OutOfAmmo, PawnUnpossessed, PlayIdle, PostBeginPlay, PostFire, PostNetReceive, PreDrawFPWeapon, PrevWeapon, PutDown, RangedAttackTime, RateSelf, ReadyToFire, RecommendLongRangedAttack, RecommendRangedAttack, RecommendSplashDamage, RecommendWeapon, RefireRate, RenderOverlays, Reselect, ROIronSights, ServerStartFire, ServerStopFire, SetAITarget, SetGRI, SetHand, SetServerOrientation, ShootHoop, ShouldFireWithoutTarget, ShouldUseFreeAim, SplashDamage, SplashJump, StartBerserk, StartDebugging, StartFire, StopBerserk, StopFire, StopForceFeedback, SuggestAttackStyle, SuggestDefenseStyle, SuperMaxOutAmmo, SynchronizeWeapon, Timer, WantsZoomFade, WeaponAllowCrouchChange, WeaponAllowProneChange, WeaponAllowSprint, WeaponCanBusySwitch, WeaponCanSwitch, WeaponCentered, WeaponChange, WeaponTick, ZeroFlashCount


Variables Detail

AppID Source code

var int AppID;

bAimingRifle Source code

var bool bAimingRifle;

bAmmoHUDAsBar Source code

var bool bAmmoHUDAsBar;

bConsumesPhysicalAmmo Source code

var bool bConsumesPhysicalAmmo;

bDoSingleReload Source code

var bool bDoSingleReload;

bDualWeapon Source code

var bool bDualWeapon;

bForceLeaveIronsights Source code

var bool bForceLeaveIronsights;

bHasScope Source code

var bool bHasScope;

bHasSecondaryAmmo Source code

var bool bHasSecondaryAmmo;

bIsReloading Source code

var bool bIsReloading;

bIsTier2Weapon Source code

var bool bIsTier2Weapon;

bIsTier3Weapon Source code

var bool bIsTier3Weapon;

bKFNeverThrow Source code

var bool bKFNeverThrow;

bModeZeroCanDryFire Source code

var bool bModeZeroCanDryFire;

bNoHit Source code

var bool bNoHit;

bPendingFlashlight Source code

var bool bPendingFlashlight;

bPreviouslyDropped Source code

var bool bPreviouslyDropped;

bReduceMagAmmoOnSecondaryFire Source code

var bool bReduceMagAmmoOnSecondaryFire;

bReloadEffectDone Source code

var bool bReloadEffectDone;

bShowPullOutHint Source code

var bool bShowPullOutHint;

bSpeedMeUp Source code

var bool bSpeedMeUp;

bSteadyAim Source code

var bool bSteadyAim;

bUseCombos Source code

var bool bUseCombos;

EndBeamEffect Source code

var Vector EndBeamEffect;

FlashBoneName Source code

var name FlashBoneName;

FlashLight Source code

var Effect_TacLightProjector FlashLight;

ForceZoomOutTime Source code

var float ForceZoomOutTime;

HudImageRef Source code

var string HudImageRef;

KFScopeDetail Source code

var KFScopeDetailSettings KFScopeDetail;

LastAmmoResult Source code

var float LastAmmoResult;

LastHasGunMsgTime Source code

var float LastHasGunMsgTime;

MagAmmoRemaining Source code

var int MagAmmoRemaining;

MeshRef Source code

var string MeshRef;

NextAmmoCheckTime Source code

var float NextAmmoCheckTime;

NumClicks Source code

var int NumClicks;

NumLoadedThisReload Source code

var int NumLoadedThisReload;

QuickBringUpTime Source code

var float QuickBringUpTime;

QuickPutDownTime Source code

var float QuickPutDownTime;

ReferenceCount Source code

var int ReferenceCount;

ReloadTimer Source code

var float ReloadTimer;

SelectedHudImageRef Source code

var string SelectedHudImageRef;

SelectSoundRef Source code

var string SelectSoundRef;

SellValue Source code

var int SellValue;

SkinRefs Source code

var array<string> SkinRefs;

StandardDisplayFOV Source code

var float StandardDisplayFOV;

StoppingPower Source code

var int StoppingPower;

TacShine Source code

var Actor TacShine;

Tier3WeaponGiver Source code

var PlayerController Tier3WeaponGiver;

TraderInfoTexture Source code

var texture TraderInfoTexture;

UnlockedByAchievement Source code

var int UnlockedByAchievement;

WeaponReloadAnim Source code

var name WeaponReloadAnim;

KFWeapon

bHoldToReload Source code

var(KFWeapon) bool bHoldToReload;

bTorchEnabled Source code

var(KFWeapon) bool bTorchEnabled;

ClientGrenadeState Source code

var(KFWeapon) EClientGrenadeState ClientGrenadeState;

FirstPersonFlashlightOffset Source code

var(KFWeapon) vector FirstPersonFlashlightOffset;

HudImage Source code

var(KFWeapon) material HudImage;

IdleAimAnim Source code

var(KFWeapon) name IdleAimAnim;

MagCapacity Source code

var(KFWeapon) int MagCapacity;

MinimumFireRange Source code

var(KFWeapon) int MinimumFireRange;

ModeSwitchAnim Source code

var(KFWeapon) name ModeSwitchAnim;

ReloadAnim Source code

var(KFWeapon) name ReloadAnim;

ReloadAnimRate Source code

var(KFWeapon) float ReloadAnimRate;

ReloadRate Source code

var(KFWeapon) float ReloadRate;

SelectedHudImage Source code

var(KFWeapon) material SelectedHudImage;

SleeveNum Source code

var(KFWeapon) byte SleeveNum;

TacShineClass Source code

var(KFWeapon) class<InventoryAttachment> TacShineClass;

ToggleSound Source code

var(KFWeapon) sound ToggleSound;

Weight Source code

var(KFWeapon) float Weight;

Zooming

AimInSound Source code

var(Zooming) sound AimInSound;

AimOutSound Source code

var(Zooming) sound AimOutSound;

bHasAimingMode Source code

var(Zooming) bool bHasAimingMode;

ForceZoomOutOnAltFireTime Source code

var(Zooming) float ForceZoomOutOnAltFireTime;

ForceZoomOutOnFireTime Source code

var(Zooming) float ForceZoomOutOnFireTime;

ZoomedDisplayFOVHigh Source code

var(Zooming) float ZoomedDisplayFOVHigh;


Enumerations Detail

EClientGrenadeState Source code

enum EClientGrenadeState
{
GN_None, GN_TempDown, GN_BringUp,
};

KFScopeDetailSettings Source code

enum KFScopeDetailSettings
{
KF_ModelScope, KF_TextureScope, KF_ModelScopeHigh, KF_None
};


Functions Detail

AccuracyUpdate Source code

simulated function AccuracyUpdate ( float Velocity) )

ActuallyFinishReloading Source code

simulated function ActuallyFinishReloading ( ) )

AddReloadedAmmo Source code

function AddReloadedAmmo ( ) )

AdjustIngameScope Source code

simulated function AdjustIngameScope ( )

AdjustLightGraphic Source code

function AdjustLightGraphic ( ) )

AllowReload Source code

simulated function bool AllowReload ( ) )

AmmoMaxed Source code

simulated function bool AmmoMaxed ( int mode) )

AmmoStatus Source code

simulated function float AmmoStatus ( optional int Mode) )

BestMode Source code

function byte BestMode ( ) )

BringUp Source code

simulated function BringUp ( optional Weapon PrevWeapon) )

CalcFOVForAspectRatio Source code

simulated final function float CalcFOVForAspectRatio ( float OriginalFOV) )

CanAttack Source code

function bool CanAttack ( Actor Other) )

CanThrow Source code

simulated function bool CanThrow ( ) )

CanZoomNow Source code

simulated function bool CanZoomNow ( ) )

ChargeBar Source code

simulated function float ChargeBar ( ) )

ClientFinishReloading Source code

simulated function ClientFinishReloading ( ) )

ClientForceKFAmmoUpdate Source code

simulated function ClientForceKFAmmoUpdate ( int NewMagAmmoRemaining, int TotalAmmoRemaining) )

ClientInterruptReload Source code

simulated function ClientInterruptReload ( ) )

ClientReload Source code

simulated function ClientReload ( ) )

ClientReloadEffects Source code

simulated function ClientReloadEffects ( )

ClientWeaponThrown Source code

simulated function ClientWeaponThrown ( ) )

ClipUpgrade Source code

function ClipUpgrade ( ) )

ConsumeAmmo Source code

simulated function bool ConsumeAmmo ( int Mode, float Load, optional bool bAmountNeededIsMax ) )

Destroyed Source code

simulated function Destroyed ( ) )

DisplayDebug Source code

simulated function DisplayDebug ( Canvas Canvas, out float YL, out float YPos) )

DoToggle Source code

simulated function DoToggle ( ) )

DropFrom Source code

function DropFrom ( vector StartLocation) )

FillToInitialAmmo Source code

simulated function FillToInitialAmmo ( ) )

Fire Source code

simulated function Fire ( float F) )

GetAmmoCount Source code

simulated function GetAmmoCount ( out float MaxAmmoPrimary, out float CurAmmoPrimary) )

GetAmmoMulti Source code

simulated function float GetAmmoMulti ( ) )

GetEffectStart Source code

simulated function vector GetEffectStart ( ) )

GetSecondaryAmmoCount Source code

simulated function GetSecondaryAmmoCount ( out float MaxAmmoSecondary, out float CurAmmoSecondary) )

GiveAmmo Source code

function GiveAmmo ( int m, WeaponPickup WP, bool bJustSpawned) )

GiveTo Source code

function GiveTo ( pawn Other, optional Pickup Pickup ) )

HandlePickupQuery Source code

function bool HandlePickupQuery ( pickup Item ) )

HandleSleeveSwapping Source code

simulated function HandleSleeveSwapping ( ) )

InitFOV Source code

simulated final function InitFOV ( ) )

InterruptReload Source code

simulated function bool InterruptReload ( ) )

IronSightZoomIn Source code

simulated exec function IronSightZoomIn ( ) )

IronSightZoomOut Source code

simulated exec function IronSightZoomOut ( ) )

LightFire Source code

function LightFire ( ) )

MaxAmmo Source code

simulated function int MaxAmmo ( int mode) )

NextWeapon Source code

simulated function Weapon NextWeapon ( Weapon CurrentChoice, Weapon CurrentWeapon) )

OnZoomInFinished Source code

simulated event OnZoomInFinished ( ) )
Called by the native code when the interpolation of the first person weapon to the zoomed position finishes

OnZoomOutFinished Source code

simulated event OnZoomOutFinished ( ) )
Called by the native code when the interpolation of the first person weapon from the zoomed position finishes

OwnerEvent Source code

function OwnerEvent ( name EventName) )

PlayAnimZoom Source code

simulated function PlayAnimZoom ( bool bZoomNow )

PlayIdle Source code

simulated function PlayIdle ( ) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PostNetReceive Source code

simulated function PostNetReceive ( ) )

PreloadAssets Source code

static function PreloadAssets ( Inventory Inv, optional bool bSkipRefCount) )

PreTravelCleanUp Source code

simulated function PreTravelCleanUp ( )

PrevWeapon Source code

simulated function Weapon PrevWeapon ( Weapon CurrentChoice, Weapon CurrentWeapon) )

PutDown Source code

simulated function bool PutDown ( ) )

ReloadMeNow Source code

exec function ReloadMeNow ( ) )

RenderOverlays Source code

simulated event RenderOverlays ( Canvas Canvas ) )

ServerChangeFireMode Source code

function ServerChangeFireMode ( bool bNewWaitForRelease) )

ServerInterruptReload Source code

simulated function ServerInterruptReload ( ) )

ServerRequestAutoReload Source code

function ServerRequestAutoReload ( ) )

ServerSetAiming Source code

function ServerSetAiming ( bool IsAiming) )

ServerSpawnLight Source code

function ServerSpawnLight ( ) )

ServerStopFire Source code

function ServerStopFire ( byte Mode) )

ShouldDrawPortal Source code

simulated function bool ShouldDrawPortal ( )

SilentGiveTo Source code

function SilentGiveTo ( Pawn Other, optional Pickup Pickup) )

StartFire Source code

simulated function bool StartFire ( int Mode) )

Timer Source code

simulated function Timer ( ) )

ToggleIronSights Source code

simulated exec function ToggleIronSights ( ) )

UnloadAssets Source code

static function bool UnloadAssets ( ) )

UpdateMagCapacity Source code

simulated function UpdateMagCapacity ( PlayerReplicationInfo PRI) )

WeaponChange Source code

simulated function Weapon WeaponChange ( byte F, bool bSilent ) )

WeaponTick Source code

simulated function WeaponTick ( float dt) )

ZoomIn Source code

simulated function ZoomIn ( bool bAnimateTransition) )
Handles all the functionality for zooming in including setting the parameters for the weapon, pawn, and playercontroller
@param bAnimateTransition whether or not to animate this zoom transition

ZoomOut Source code

simulated function ZoomOut ( bool bAnimateTransition) )
Handles all the functionality for zooming out including setting the parameters for the weapon, pawn, and playercontroller
@param bAnimateTransition whether or not to animate this zoom transition


Defaultproperties

defaultproperties
{
     bReduceMagAmmoOnSecondaryFire=True
     FlashBoneName="tip"
     WeaponReloadAnim="Reload1"
     ModeSwitchAnim="'"
     bReloadEffectDone=True
     Weight=10.000000
     StoppingPower=-1000
     TacShineClass=Class'KFMod.TacLightShineAttachment'
     QuickPutDownTime=0.150000
     QuickBringUpTime=0.150000
     bConsumesPhysicalAmmo=True
     StandardDisplayFOV=90.000000
     SleeveNum=1
     SellValue=-1
     UnlockedByAchievement=-1
     bSniping=True
     bNoAmmoInstances=False
     Description="This is a very generic weapon."
     LightType=LT_Steady
     LightEffect=LE_NonIncidence
     LightHue=30
     LightSaturation=150
     LightBrightness=255.000000
     LightRadius=10.000000
     LightPeriod=3
     AmbientGlow=0
     TransientSoundVolume=100.000000
}

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Creation time: Fri 13-10-2023 03:18:47.863 - Created with UnCodeX