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KFMod.Shotgun

Extends
KFWeaponShotgun

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

Direct Known Subclasses:

CamoShotgun

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
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


Defaultproperties

defaultproperties
{
     FirstPersonFlashlightOffset=(X=-25.000000,Y=-18.000000,Z=8.000000)
     ForceZoomOutOnFireTime=0.010000
     MagCapacity=8
     ReloadRate=0.666667
     ReloadAnim="Reload"
     ReloadAnimRate=1.000000
     WeaponReloadAnim="Reload_Shotgun"
     HudImage=Texture'KillingFloorHUD.WeaponSelect.combat_shotgun_unselected'
     SelectedHudImage=Texture'KillingFloorHUD.WeaponSelect.combat_shotgun'
     Weight=8.000000
     bTorchEnabled=True
     bHasAimingMode=True
     IdleAimAnim="Idle_Iron"
     StandardDisplayFOV=65.000000
     bModeZeroCanDryFire=True
     TraderInfoTexture=Texture'KillingFloorHUD.Trader_Weapon_Images.Trader_Combat_Shotgun'
     PlayerIronSightFOV=70.000000
     ZoomedDisplayFOV=40.000000
     FireModeClass(0)=Class'KFMod.ShotgunFire'
     FireModeClass(1)=Class'KFMod.ShotgunLightFire'
     PutDownAnim="PutDown"
     SelectSound=Sound'KF_PumpSGSnd.SG_Select'
     AIRating=0.600000
     CurrentRating=0.600000
     bShowChargingBar=True
     Description="A rugged tactical pump action shotgun common to police divisions the world over. It accepts a maximum of 8 shells and can fire in rapid succession. "
     DisplayFOV=65.000000
     Priority=135
     InventoryGroup=3
     GroupOffset=2
     PickupClass=Class'KFMod.ShotgunPickup'
     PlayerViewOffset=(X=20.000000,Y=18.750000,Z=-7.500000)
     BobDamping=7.000000
     AttachmentClass=Class'KFMod.ShotgunAttachment'
     IconCoords=(X1=169,Y1=172,X2=245,Y2=208)
     ItemName="Shotgun"
     Mesh=SkeletalMesh'KF_Weapons_Trip.Shotgun_Trip'
     Skins(0)=Combiner'KF_Weapons_Trip_T.Shotguns.shotgun_cmb'
     TransientSoundVolume=1.000000
}

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Creation time: Fri 13-10-2023 03:18:54.011 - Created with UnCodeX