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KFMod.LAW

Extends
KFWeaponShotgun

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

Direct Known Subclasses:

LAWDM

Variables Summary
Inherited Variables from KFMod.KFWeapon
AimInSound, AimOutSound, AppID, bAimingRifle, bAmmoHUDAsBar, bConsumesPhysicalAmmo, bDoSingleReload, bDualWeapon, bForceLeaveIronsights, bHasAimingMode, bHasScope, bHasSecondaryAmmo, bHoldToReload, bIsReloading, bIsTier2Weapon, bIsTier3Weapon, bKFNeverThrow, bModeZeroCanDryFire, bNoHit, bPendingFlashlight, bPreviouslyDropped, bReduceMagAmmoOnSecondaryFire, bReloadEffectDone, bShowPullOutHint, bSpeedMeUp, bSteadyAim, bTorchEnabled, bUseCombos, ClientGrenadeState, EndBeamEffect, FirstPersonFlashlightOffset, FlashBoneName, FlashLight, ForceZoomOutOnAltFireTime, ForceZoomOutOnFireTime, ForceZoomOutTime, HudImage, HudImageRef, IdleAimAnim, KFScopeDetail, LastAmmoResult, LastHasGunMsgTime, MagAmmoRemaining, MagCapacity, MeshRef, MinimumFireRange, ModeSwitchAnim, NextAmmoCheckTime, NumClicks, NumLoadedThisReload, QuickBringUpTime, QuickPutDownTime, ReferenceCount, ReloadAnim, ReloadAnimRate, ReloadRate, ReloadTimer, SelectedHudImage, SelectedHudImageRef, SelectSoundRef, SellValue, SkinRefs, SleeveNum, StandardDisplayFOV, StoppingPower, TacShine, TacShineClass, Tier3WeaponGiver, ToggleSound, TraderInfoTexture, UnlockedByAchievement, WeaponReloadAnim, Weight, ZoomedDisplayFOVHigh

Enumerations Summary
Inherited Enumerations from KFMod.KFWeapon
EClientGrenadeState, KFScopeDetailSettings

Functions Summary
functionbool StartFire (int Mode))
event WeaponTick (float dt))
function ZoomIn (bool bAnimateTransition))
function ZoomOut (bool bAnimateTransition))
Inherited Functions from KFMod.KFWeaponShotgun
AddReloadedAmmo, GetAIRating, SuggestAttackStyle
Inherited Functions from KFMod.KFWeapon
AccuracyUpdate, ActuallyFinishReloading, AddReloadedAmmo, AdjustIngameScope, AdjustLightGraphic, AllowReload, AmmoMaxed, AmmoStatus, BestMode, BringUp, CalcFOVForAspectRatio, CanAttack, CanThrow, CanZoomNow, ChargeBar, ClientFinishReloading, ClientForceKFAmmoUpdate, ClientInterruptReload, ClientReload, ClientReloadEffects, ClientWeaponThrown, ClipUpgrade, ConsumeAmmo, Destroyed, DisplayDebug, DoToggle, DropFrom, FillToInitialAmmo, Fire, GetAmmoCount, GetAmmoMulti, GetEffectStart, GetSecondaryAmmoCount, GiveAmmo, GiveTo, HandlePickupQuery, HandleSleeveSwapping, InitFOV, InterruptReload, IronSightZoomIn, IronSightZoomOut, LightFire, MaxAmmo, NextWeapon, OnZoomInFinished, OnZoomOutFinished, OwnerEvent, PlayAnimZoom, PlayIdle, PostBeginPlay, PostNetReceive, PreloadAssets, PreTravelCleanUp, PrevWeapon, PutDown, ReloadMeNow, RenderOverlays, ServerChangeFireMode, ServerInterruptReload, ServerRequestAutoReload, ServerSetAiming, ServerSpawnLight, ServerStopFire, ShouldDrawPortal, SilentGiveTo, StartFire, Timer, ToggleIronSights, UnloadAssets, UpdateMagCapacity, WeaponChange, WeaponTick, ZoomIn, ZoomOut


Functions Detail

StartFire Source code

simulated function bool StartFire ( int Mode) )

WeaponTick Source code

simulated event 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
{
     ForceZoomOutOnFireTime=0.100000
     MagCapacity=1
     ReloadRate=3.000000
     WeaponReloadAnim="Reload_LAW"
     MinimumFireRange=300
     Weight=13.000000
     bHasAimingMode=True
     IdleAimAnim="AimIdle"
     StandardDisplayFOV=75.000000
     SleeveNum=3
     TraderInfoTexture=Texture'KillingFloorHUD.Trader_Weapon_Images.Trader_Law'
     bIsTier3Weapon=True
     MeshRef="KF_Weapons_Trip.LAW_Trip"
     SkinRefs(0)="KF_Weapons_Trip_T.Supers.law_cmb"
     SkinRefs(1)="KF_Weapons_Trip_T.Supers.law_reddot_shdr"
     SkinRefs(2)="KF_Weapons_Trip_T.Supers.rocket_cmb"
     SelectSoundRef="KF_LAWSnd.LAW_Select"
     HudImageRef="KillingFloorHUD.WeaponSelect.LAW_unselected"
     SelectedHudImageRef="KillingFloorHUD.WeaponSelect.LAW"
     PlayerIronSightFOV=90.000000
     ZoomTime=0.260000
     ZoomedDisplayFOV=65.000000
     FireModeClass(0)=Class'KFMod.LAWFire'
     FireModeClass(1)=Class'KFMod.NoFire'
     PutDownAnim="PutDown"
     SelectForce="SwitchToRocketLauncher"
     AIRating=1.500000
     CurrentRating=1.500000
     bSniping=False
     Description="The Light Anti Tank Weapon is, as its name suggests, a military grade heavy weapons platform designed to disable or outright destroy armored vehicles."
     EffectOffset=(X=50.000000,Y=1.000000,Z=10.000000)
     DisplayFOV=75.000000
     Priority=195
     HudColor=(G=0)
     InventoryGroup=4
     GroupOffset=9
     PickupClass=Class'KFMod.LAWPickup'
     PlayerViewOffset=(X=30.000000,Y=30.000000)
     BobDamping=7.000000
     AttachmentClass=Class'KFMod.LAWAttachment'
     IconCoords=(X1=429,Y1=212,X2=508,Y2=251)
     ItemName="L.A.W"
     AmbientGlow=2
}

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Creation time: Fri 13-10-2023 03:18:48.471 - Created with UnCodeX