Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

KFMod.MP7MMedicGun

Extends
KFMedicGun

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Weapon
         |   
         +-- ROEngine.BaseKFWeapon
            |   
            +-- KFMod.KFWeapon
               |   
               +-- KFMod.KFMedicGun
                  |   
                  +-- KFMod.MP7MMedicGun

Direct Known Subclasses:

KrissMMedicGun, MP5MMedicGun

Constants Summary
Inherited Contants from KFMod.KFMedicGun
MaxAmmoCount

Variables Summary
Inherited Variables from KFMod.KFMedicGun
AmmoRegenRate, HealAmmoCharge, HealBoostAmount, RegenTimer, SuccessfulHealMessage
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 AddAmmo (int AmmoToAdd, int Mode))
functionint AmmoAmount (int mode))
functionbool AmmoMaxed (int mode))
functionfloat AmmoStatus (optional int Mode))
function AnimEnd (int channel))
functionfloat ChargeBar ()))
function CheckOutOfAmmo ()))
functionbool ConsumeAmmo (int Mode, float load, optional bool bAmountNeededIsMax))
function FillToInitialAmmo ()))
functionbool HasAmmo ()))
functionint MaxAmmo (int mode))
function MaxOutAmmo ()))
event OnZoomInFinished ()))
event OnZoomOutFinished ()))
functionbool StartFire (int Mode))
function SuperMaxOutAmmo ()))
function Tick (float dt))
Inherited Functions from KFMod.KFMedicGun
ChargeBar, ClientSuccessfulHeal, Tick
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

AddAmmo Source code

function bool AddAmmo ( int AmmoToAdd, int Mode) )

AmmoAmount Source code

simulated function int AmmoAmount ( int mode) )

AmmoMaxed Source code

simulated function bool AmmoMaxed ( int mode) )

AmmoStatus Source code

simulated function float AmmoStatus ( optional int Mode) )

AnimEnd Source code

simulated function AnimEnd ( int channel) )

ChargeBar Source code

simulated function float ChargeBar ( ) )

CheckOutOfAmmo Source code

simulated function CheckOutOfAmmo ( ) )

ConsumeAmmo Source code

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

FillToInitialAmmo Source code

simulated function FillToInitialAmmo ( ) )

HasAmmo Source code

simulated function bool HasAmmo ( ) )

MaxAmmo Source code

simulated function int MaxAmmo ( int mode) )

MaxOutAmmo Source code

simulated function MaxOutAmmo ( ) )

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 ( ) )

StartFire Source code

simulated function bool StartFire ( int Mode) )

SuperMaxOutAmmo Source code

simulated function SuperMaxOutAmmo ( ) )

Tick Source code

simulated function Tick ( float dt) )


Defaultproperties

defaultproperties
{
     HealBoostAmount=20
     SuccessfulHealMessage="You healed "
     HealAmmoCharge=500
     AmmoRegenRate=0.300000
     MagCapacity=20
     ReloadRate=3.166000
     ReloadAnim="Reload"
     ReloadAnimRate=1.000000
     WeaponReloadAnim="Reload_MP7"
     Weight=3.000000
     bHasAimingMode=True
     IdleAimAnim="Idle_Iron"
     StandardDisplayFOV=55.000000
     bModeZeroCanDryFire=True
     SleeveNum=2
     TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_MP7m'
     bIsTier2Weapon=True
     MeshRef="KF_Weapons2_Trip.MP7_Trip"
     SkinRefs(0)="KF_Weapons2_Trip_T.Special.MP_7_cmb"
     SkinRefs(1)="KF_Weapons2_Trip_T.Special.Aimpoint_sight_shdr"
     SelectSoundRef="KF_MP7Snd.MP7_Select"
     HudImageRef="KillingFloor2HUD.WeaponSelect.MP7m_unselected"
     SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.MP7m"
     PlayerIronSightFOV=65.000000
     ZoomedDisplayFOV=45.000000
     FireModeClass(0)=Class'KFMod.MP7MFire'
     FireModeClass(1)=Class'KFMod.MP7MAltFire'
     PutDownAnim="PutDown"
     SelectForce="SwitchToAssaultRifle"
     AIRating=0.550000
     CurrentRating=0.550000
     bShowChargingBar=True
     Description="An advanced prototype submachine gun. Modified to fire healing darts."
     EffectOffset=(X=100.000000,Y=25.000000,Z=-10.000000)
     DisplayFOV=55.000000
     Priority=90
     InventoryGroup=3
     GroupOffset=5
     PickupClass=Class'KFMod.MP7MPickup'
     PlayerViewOffset=(X=25.000000,Y=20.000000,Z=-6.000000)
     BobDamping=6.000000
     AttachmentClass=Class'KFMod.MP7MAttachment'
     IconCoords=(X1=245,Y1=39,X2=329,Y2=79)
     ItemName="MP7M Medic Gun"
     TransientSoundVolume=1.250000
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: Fri 13-10-2023 03:18:49.556 - Created with UnCodeX