- Extends
- BaseKFWeapon
- Modifiers
- abstract
Core.Object
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+-- Engine.Actor
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+-- Engine.Inventory
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+-- Engine.Weapon
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+-- ROEngine.BaseKFWeapon
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+-- 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
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 |
Functions Summary |
 | | AccuracyUpdate (float Velocity))
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 | | ActuallyFinishReloading ()))
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 | | AddReloadedAmmo ()))
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 | | AdjustIngameScope ()
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 | | AdjustLightGraphic ()))
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 | bool | AllowReload ()))
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 | bool | AmmoMaxed (int mode))
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 | float | AmmoStatus (optional int Mode))
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 | byte | BestMode ()))
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 | | BringUp (optional Weapon PrevWeapon))
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 | float | CalcFOVForAspectRatio (float OriginalFOV))
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 | bool | CanAttack (Actor Other))
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 | bool | CanThrow ()))
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 | bool | CanZoomNow ()))
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 | float | ChargeBar ()))
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 | | ClientFinishReloading ()))
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 | | ClientForceKFAmmoUpdate (int NewMagAmmoRemaining, int TotalAmmoRemaining))
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 | | ClientInterruptReload ()))
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 | | ClientReload ()))
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 | | ClientReloadEffects ()
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 | | ClientWeaponThrown ()))
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 | | ClipUpgrade ()))
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 | bool | ConsumeAmmo (int Mode, float Load, optional bool bAmountNeededIsMax ))
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 | | Destroyed ()))
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 | | DisplayDebug (Canvas Canvas, out float YL, out float YPos))
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 | | DoToggle ()))
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 | | DropFrom (vector StartLocation))
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 | | FillToInitialAmmo ()))
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 | | Fire (float F))
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 | | GetAmmoCount (out float MaxAmmoPrimary, out float CurAmmoPrimary))
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 | float | GetAmmoMulti ()))
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 | vector | GetEffectStart ()))
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 | | GetSecondaryAmmoCount (out float MaxAmmoSecondary, out float CurAmmoSecondary))
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 | | GiveAmmo (int m, WeaponPickup WP, bool bJustSpawned))
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 | | GiveTo (pawn Other, optional Pickup Pickup ))
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 | bool | HandlePickupQuery (pickup Item ))
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 | | HandleSleeveSwapping ()))
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 | | InitFOV ()))
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 | bool | InterruptReload ()))
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 | | IronSightZoomIn ()))
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 | | IronSightZoomOut ()))
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 | | LightFire ()))
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 | int | MaxAmmo (int mode))
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 | Weapon | NextWeapon (Weapon CurrentChoice, Weapon CurrentWeapon))
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 | | OnZoomInFinished ()))
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 | | OnZoomOutFinished ()))
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 | | OwnerEvent (name EventName))
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 | | PlayAnimZoom (bool bZoomNow)
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 | | PlayIdle ()))
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 | | PostBeginPlay ()))
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 | | PostNetReceive ()))
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 | | PreloadAssets (Inventory Inv, optional bool bSkipRefCount))
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 | | PreTravelCleanUp ()
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 | Weapon | PrevWeapon (Weapon CurrentChoice, Weapon CurrentWeapon))
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 | bool | PutDown ()))
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 | | ReloadMeNow ()))
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 | | RenderOverlays (Canvas Canvas ))
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 | | ServerChangeFireMode (bool bNewWaitForRelease))
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 | | ServerInterruptReload ()))
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 | | ServerRequestAutoReload ()))
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 | | ServerSetAiming (bool IsAiming))
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 | | ServerSpawnLight ()))
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 | | ServerStopFire (byte Mode))
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 | bool | ShouldDrawPortal ()
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 | | SilentGiveTo (Pawn Other, optional Pickup Pickup))
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 | bool | StartFire (int Mode))
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 | | Timer ()))
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 | | ToggleIronSights ()))
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 | bool | UnloadAssets ()))
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 | | UpdateMagCapacity (PlayerReplicationInfo PRI))
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 | Weapon | WeaponChange (byte F, bool bSilent ))
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 | | WeaponTick (float dt))
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 | | ZoomIn (bool bAnimateTransition))
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 | | ZoomOut (bool bAnimateTransition))
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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 |
var int AppID;
var bool bAimingRifle;
var bool bAmmoHUDAsBar;
var bool bConsumesPhysicalAmmo;
var bool bDoSingleReload;
var bool bDualWeapon;
var bool bForceLeaveIronsights;
var bool bHasScope;
var bool bHasSecondaryAmmo;
var bool bIsReloading;
var bool bIsTier2Weapon;
var bool bIsTier3Weapon;
var bool bKFNeverThrow;
var bool bModeZeroCanDryFire;
var bool bNoHit;
var bool bPendingFlashlight;
var bool bPreviouslyDropped;
bReduceMagAmmoOnSecondaryFire Source code
var bool bReduceMagAmmoOnSecondaryFire;
var bool bReloadEffectDone;
var bool bShowPullOutHint;
var bool bSpeedMeUp;
var bool bSteadyAim;
var bool bUseCombos;
var name FlashBoneName;
var float ForceZoomOutTime;
var string HudImageRef;
var float LastAmmoResult;
var float LastHasGunMsgTime;
var int MagAmmoRemaining;
var string MeshRef;
var float NextAmmoCheckTime;
var int NumClicks;
var int NumLoadedThisReload;
var float QuickBringUpTime;
var float QuickPutDownTime;
var int ReferenceCount;
var float ReloadTimer;
var string SelectedHudImageRef;
var string SelectSoundRef;
var int SellValue;
var array<string> SkinRefs;
var float StandardDisplayFOV;
var int StoppingPower;
var int UnlockedByAchievement;
var name WeaponReloadAnim;
KFWeapon
FirstPersonFlashlightOffset Source code
Zooming
var(Zooming)
sound AimInSound;
var(Zooming)
sound AimOutSound;
var(Zooming) bool bHasAimingMode;
ForceZoomOutOnAltFireTime Source code
var(Zooming) float ForceZoomOutOnAltFireTime;
ForceZoomOutOnFireTime Source code
var(Zooming) float ForceZoomOutOnFireTime;
var(Zooming) float ZoomedDisplayFOVHigh;
simulated function AccuracyUpdate ( float Velocity) )
ActuallyFinishReloading Source code
simulated function ActuallyFinishReloading ( ) )
function AddReloadedAmmo ( ) )
simulated function AdjustIngameScope ( )
function AdjustLightGraphic ( ) )
simulated function bool AllowReload ( ) )
simulated function bool AmmoMaxed ( int mode) )
simulated function float AmmoStatus ( optional int Mode) )
function byte BestMode ( ) )
simulated function BringUp ( optional
Weapon PrevWeapon) )
simulated final function float CalcFOVForAspectRatio ( float OriginalFOV) )
function
bool CanAttack (
Actor Other) )
simulated function bool CanThrow ( ) )
simulated function bool CanZoomNow ( ) )
simulated function float ChargeBar ( ) )
simulated function ClientFinishReloading ( ) )
ClientForceKFAmmoUpdate Source code
simulated function ClientForceKFAmmoUpdate ( int NewMagAmmoRemaining, int TotalAmmoRemaining) )
simulated function ClientInterruptReload ( ) )
simulated function ClientReload ( ) )
simulated function ClientReloadEffects ( )
simulated function ClientWeaponThrown ( ) )
function ClipUpgrade ( ) )
simulated function bool ConsumeAmmo ( int Mode, float Load, optional bool bAmountNeededIsMax ) )
simulated function Destroyed ( ) )
simulated function DisplayDebug (
Canvas Canvas, out
float YL, out
float YPos) )
simulated function DoToggle ( ) )
function DropFrom (
vector StartLocation) )
simulated function FillToInitialAmmo ( ) )
simulated function Fire ( float F) )
simulated function GetAmmoCount ( out float MaxAmmoPrimary, out float CurAmmoPrimary) )
simulated function float GetAmmoMulti ( ) )
simulated function
vector GetEffectStart ( ) )
simulated function GetSecondaryAmmoCount ( out float MaxAmmoSecondary, out float CurAmmoSecondary) )
function GiveAmmo (
int m,
WeaponPickup WP,
bool bJustSpawned) )
function
bool HandlePickupQuery (
pickup Item ) )
simulated function HandleSleeveSwapping ( ) )
simulated final function InitFOV ( ) )
simulated function bool InterruptReload ( ) )
simulated exec function IronSightZoomIn ( ) )
simulated exec function IronSightZoomOut ( ) )
function LightFire ( ) )
simulated function int MaxAmmo ( int mode) )
simulated event OnZoomInFinished ( ) )
simulated event OnZoomOutFinished ( ) )
function OwnerEvent ( name EventName) )
simulated function PlayAnimZoom ( bool bZoomNow )
simulated function PlayIdle ( ) )
simulated function PostBeginPlay ( ) )
simulated function PostNetReceive ( ) )
static function PreloadAssets (
Inventory Inv, optional
bool bSkipRefCount) )
simulated function PreTravelCleanUp ( )
simulated function bool PutDown ( ) )
exec function ReloadMeNow ( ) )
function ServerChangeFireMode ( bool bNewWaitForRelease) )
simulated function ServerInterruptReload ( ) )
ServerRequestAutoReload Source code
function ServerRequestAutoReload ( ) )
function ServerSetAiming ( bool IsAiming) )
function ServerSpawnLight ( ) )
function ServerStopFire ( byte Mode) )
simulated function bool ShouldDrawPortal ( )
simulated function bool StartFire ( int Mode) )
simulated function Timer ( ) )
simulated exec function ToggleIronSights ( ) )
static function bool UnloadAssets ( ) )
simulated function
Weapon WeaponChange (
byte F,
bool bSilent ) )
simulated function WeaponTick ( float dt) )
simulated function ZoomIn ( bool bAnimateTransition) )
simulated function ZoomOut ( bool bAnimateTransition) )
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