- Extends
- KFWeapon
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
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+-- KFMod.ZEDGun
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 |
Inherited Variables from ROEngine.BaseKFWeapon |
bFastZoomOut, bZoomingIn, bZoomingOut, bZoomInInterrupted, bZoomOutInterrupted, FastZoomOutTime, LastZoomOutTime, PlayerIronSightFOV, ZoomedDisplayFOV, ZoomInRotation, ZoomPartialTime, ZoomRotInterp, ZoomRotStartOffset, ZoomStartDisplayFOV, ZoomStartOffset, ZoomTime |
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 |
var float EnemyUpdateTime;
var
Actor LaserAttachment;
var float NextAlarmTime;
var
color ScreenBackgroundColor;
ScreenBossEnemyTexture Source code
var
texture ScreenBossEnemyTexture;
ScreenBossEnemyTextureRef Source code
var string ScreenBossEnemyTextureRef;
ScreenMediumEnemyTexture Source code
var
texture ScreenMediumEnemyTexture;
ScreenMediumEnemyTextureRef Source code
var string ScreenMediumEnemyTextureRef;
ScreenStrongEnemyTexture Source code
var
texture ScreenStrongEnemyTexture;
ScreenStrongEnemyTextureRef Source code
var string ScreenStrongEnemyTextureRef;
ScreenWeakEnemyTexture Source code
var
texture ScreenWeakEnemyTexture;
ScreenWeakEnemyTextureRef Source code
var string ScreenWeakEnemyTextureRef;
var string ScriptedScreenBackRef;
ZEDGun
var(
ZEDGun)
float SpotProjectorPullback;
simulated function AltFire ( float F) )
simulated function AnimEnd ( int channel) )
function byte BestMode ( ) )
simulated function BringUp ( optional
Weapon PrevWeapon) )
simulated function ClientAlarmSound ( ) )
simulated function Destroyed ( ) )
simulated function DetachFromPawn (
Pawn P) )
simulated function EnableLaser ( ) )
function float GetAIRating ( ) )
GetFirstPersonBeamFireStart Source code
simulated function
vector GetFirstPersonBeamFireStart ( ) )
simulated function InitMaterials ( ) )
simulated function PostBeginPlay ( ) )
static function PreloadAssets (
Inventory Inv, optional
bool bSkipRefCount) )
simulated function PreTravelCleanUp ( ) )
simulated function bool PutDown ( ) )
RecommendLongRangedAttack Source code
function bool RecommendLongRangedAttack ( ) )
function bool RecommendRangedAttack ( ) )
function ServerSetLaserActive ( bool bNewWaitForRelease) )
simulated event StopFire ( int Mode) )
function float SuggestAttackStyle ( ) )
simulated function TurnOffLaser ( ) )
static function bool UnloadAssets ( ) )
simulated function WeaponTick ( float dt) )
defaultproperties
{
ScreenBackgroundColor=(B=255,G=255,R=255,A=255)
ScriptedScreenBackRef="KFZED_FX_T.Screen.ZED_FX_Screen_BG_CMB"
ScreenWeakEnemyTextureRef="KFZED_FX_T.Screen.Low_Zed_Head"
ScreenMediumEnemyTextureRef="KFZED_FX_T.Screen.Mid_Zed_Head"
ScreenStrongEnemyTextureRef="KFZED_FX_T.Screen.Strong_Zed_Head"
ScreenBossEnemyTextureRef="KFZED_FX_T.Screen.Boss_Zed_Head"
SpotProjectorPullback=1.000000
LaserAttachmentClass=Class'KFMod.LaserAttachmentFirstPersonZEDGun'
AlarmSound=Sound'KF_ZEDGunSnd.Handling.KF_WEP_ZED_Alert'
MagCapacity=100
ReloadRate=3.500000
ReloadAnim="Reload"
ReloadAnimRate=1.000000
WeaponReloadAnim="Reload_Zed"
Weight=8.000000
bHasAimingMode=True
IdleAimAnim="Idle"
StandardDisplayFOV=65.000000
bModeZeroCanDryFire=True
SleeveNum=2
TraderInfoTexture=Texture'KillingFloor2HUD.Trader_Weapon_Icons.Trader_ZEDGun'
bIsTier3Weapon=True
MeshRef="KF_Wep_ZEDGun.ZEDGun_Trip"
SkinRefs(0)="Kf_Weapons9_Trip_T.Weapons.ZED_cmb"
SelectSoundRef="KF_ZEDGunSnd.KF_WEP_ZED_Handling_Select"
HudImageRef="KillingFloor2HUD.WeaponSelect.ZEDGun_unselected"
SelectedHudImageRef="KillingFloor2HUD.WeaponSelect.ZEDGun"
UnlockedByAchievement=202
PlayerIronSightFOV=70.000000
ZoomedDisplayFOV=45.000000
FireModeClass(0)=Class'KFMod.ZEDGunFire'
FireModeClass(1)=Class'KFMod.ZEDGunAltFire'
PutDownAnim="PutDown"
SelectForce="SwitchToAssaultRifle"
AIRating=0.650000
CurrentRating=0.650000
Description="The Zed Eradication Device (ZED gun to its friends) is Horzine's first real ray-gun. When it doesn't explode them, it'll actually slow them down!"
DisplayFOV=65.000000
Priority=205
InventoryGroup=4
GroupOffset=17
PickupClass=Class'KFMod.ZEDGunPickup'
PlayerViewOffset=(X=18.000000,Y=20.000000,Z=-6.000000)
BobDamping=6.000000
AttachmentClass=Class'KFMod.ZEDGunAttachment'
IconCoords=(X1=253,Y1=146,X2=333,Y2=181)
ItemName="Zed Eradication Device"
LightType=LT_None
LightBrightness=0.000000
LightRadius=0.000000
}
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Creation time: Fri 13-10-2023 03:18:57.831 - Created with
UnCodeX