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ROEngine.ROWeaponAttachment

Extends
WeaponAttachment
Modifiers
native

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.InventoryAttachment
      |   
      +-- Engine.WeaponAttachment
         |   
         +-- ROEngine.ROWeaponAttachment

Variables Summary
boolbAltFireFlash
boolbAnimNotifiedShellEjects
boolbBarrelSteamActive
boolbBayonetAttached
boolbOldBarrelSteamActive
boolbOldBayonetAttached
boolbOutOfAmmo
boolbUpdated
WeaponLitWeapon
stringmenuDescription
MaterialmenuImage
actormHitActor
vectormHitNormal
EmittermMuzFlash3rd
class<Emitter>mMuzFlashClass
nameMuzzleBoneName
VectormVehHitNormal
byteOldSpawnHitCount
EmitterROMGSteamEmitter
ROShellEjectROShellCase
EmitterROSmoke
nameShellEjectionBoneName
floatWeaponAmbientScale
ROWeaponAttachment
boolbAltRapidFire
boolbHeavy
boolbLoopReloadAnim
boolbRapidFire
vectormShellEmitterOffset
namePA_AirAnims[4]
namePA_AirStillAnim
namePA_AltFire
namePA_BayonetAltFire
namePA_BayonetAttachAnim
namePA_BayonetDetachAnim
namePA_CrouchAltFire
namePA_CrouchAnims[8]
namePA_CrouchBayonetAltFire
namePA_CrouchBoltActionAnim
namePA_CrouchDeployedAltFire
namePA_CrouchDeployedFire
namePA_CrouchFire
namePA_CrouchFireLastShot
namePA_CrouchHitDownAnim
namePA_CrouchHitUpAnim
namePA_CrouchHoldBash[8]
namePA_CrouchHoldBayo[8]
namePA_CrouchHoldExplosive[8]
namePA_CrouchIdleRestAnim
namePA_CrouchIronBoltActionAnim
namePA_CrouchIronFire
namePA_CrouchToProneAnim
namePA_CrouchTurnIronLeftAnim
namePA_CrouchTurnIronRightAnim
namePA_CrouchTurnLeftAnim
namePA_CrouchTurnRightAnim
namePA_DeployedAltFire
namePA_DeployedFire
namePA_DiveToProneEndAnim
namePA_DiveToProneStartAnim
namePA_DodgeAnims[4]
namePA_Fire
namePA_FireLastShot
namePA_HitBAnim
namePA_HitFAnim
namePA_HitLAnim
namePA_HitLLegAnim
namePA_HitRAnim
namePA_HitRLegAnim
namePA_IdleBashHold
namePA_IdleBayoHold
namePA_IdleCrouchAnim
namePA_IdleCrouchBashHold
namePA_IdleCrouchBayoHold
namePA_IdleCrouchExplosiveHold
namePA_IdleCrouchIronWeaponAnim
namePA_IdleDeployedAnim
namePA_IdleDeployedCrouchAnim
namePA_IdleDeployedProneAnim
namePA_IdleExplosiveHold
namePA_IdleIronRestAnim
namePA_IdleIronWeaponAnim
namePA_IdleProneAnim
namePA_IdleProneBashHold
namePA_IdleProneBayoHold
namePA_IdleProneExplosiveHold
namePA_IdleRestAnim
namePA_IdleWeaponAnim
namePA_IronFire
namePA_IronFireLastShot
namePA_LandAnims[4]
namePA_LimpAnims[8]
namePA_LimpIronAnims[8]
namePA_MoveCrouchFire[8]
namePA_MoveHoldBash[8]
namePA_MoveHoldBayo[8]
namePA_MoveHoldExplosive[8]
namePA_MovementAnims[8]
namePA_MoveStandFire[8]
namePA_MoveStandIronFire[8]
namePA_MoveWalkFire[8]
namePA_PostReloadAnim
namePA_PreReloadAnim
namePA_ProneAltFire
namePA_ProneAnims[8]
namePA_ProneBayonetAltFire
namePA_ProneBayonetAttachAnim
namePA_ProneBayonetDetachAnim
namePA_ProneBoltActionAnim
namePA_ProneDeployedAltFire
namePA_ProneDeployedFire
namePA_ProneFire
namePA_ProneFireLastShot
namePA_ProneHitAnim
namePA_ProneHoldExplosive[8]
namePA_ProneIdleRestAnim
namePA_ProneIronAnims[8]
namePA_PronePostReloadAnim
namePA_PronePreReloadAnim
namePA_ProneReloadAnim
namePA_ProneReloadEmptyAnim
namePA_ProneToCrouchAnim
namePA_ProneToStandAnim
namePA_ProneTurnLeftAnim
namePA_ProneTurnRightAnim
namePA_ProneWeaponDeployAnim
namePA_ProneWeaponUnDeployAnim
namePA_ReloadAnim
namePA_ReloadEmptyAnim
namePA_SprintAnims[8]
namePA_SprintCrouchAnims[8]
namePA_SprintCrouchHoldBash[8]
namePA_SprintCrouchHoldBayo[8]
namePA_SprintCrouchHoldExplosive[8]
namePA_SprintHoldBash[8]
namePA_SprintHoldBayo[8]
namePA_SprintHoldExplosive[8]
namePA_StandBoltActionAnim
namePA_StandIronBoltActionAnim
namePA_StandToProneAnim
namePA_StandWeaponDeployAnim
namePA_StandWeaponUnDeployAnim
namePA_SwimAnims[4]
namePA_TakeoffAnims[4]
namePA_TakeoffStillAnim
namePA_TurnIronLeftAnim
namePA_TurnIronRightAnim
namePA_TurnLeftAnim
namePA_TurnRightAnim
namePA_WalkAnims[8]
namePA_WalkHoldBash[8]
namePA_WalkHoldBayo[8]
namePA_WalkHoldExplosive[8]
namePA_WalkIronAnims[8]
class<Emitter>ROMGSteamEmitterClass
class<ROShellEject>ROShellCaseClass
class<Emitter>ROSmokeClass
nameWA_BayonetAttach
nameWA_BayonetAttachProne
nameWA_BayonetDetach
nameWA_BayonetDetachProne
nameWA_BayonetFire
nameWA_BayonetIdle
nameWA_BayonetIdleEmpty
nameWA_BayonetPostReload
nameWA_BayonetPreReload
nameWA_BayonetProneReload
nameWA_BayonetProneReloadEmpty
nameWA_BayonetReload
nameWA_BayonetReloadEmpty
nameWA_BayonetWorkBolt
nameWA_Fire
nameWA_Idle
nameWA_IdleEmpty
nameWA_PostReload
nameWA_PreReload
nameWA_ProneReload
nameWA_ProneReloadEmpty
nameWA_Reload
nameWA_ReloadEmpty
nameWA_WeaponDeploy
nameWA_WeaponUnDeploy
nameWA_WorkBolt
Inherited Variables from Engine.WeaponAttachment
bAutoFire, BeaconColor, bMatchWeapons, FiringMode, FiringSpeed, FlashCount, mHitLocation, SpawnHitCount, SplashEffect
Inherited Variables from Engine.InventoryAttachment
bFastAttachmentReplication, inventoryattachment_dummy

Functions Summary
function AnimEnd (int Channel))
function Destroyed ()))
function GetHitInfo ()))
functionVector GetTipLocation ()))
functionActor GetVehicleHitInfo ()))
function Hide (bool NewbHidden))
function InitFor (Inventory I))
function PlayIdle ()))
function PostBeginPlay ()))
function PostNetBeginPlay ()))
function SpawnShells (float amountPerSec))
function StartMuzzleSmoke ()))
function ThirdPersonBarrelSteam ()))
event ThirdPersonEffects ()))
function ThirdPersonGrenadeBack ()))
function Tick (float DeltaTime))
function Timer ()))
function UpdateHit (Actor HitActor, vector HitLocation, vector HitNormal))
function WeaponLight ()))
Inherited Functions from Engine.WeaponAttachment
CheckForSplash, ThirdPersonEffects, UpdateHit
Inherited Functions from Engine.InventoryAttachment
InitFor


Variables Detail

bAltFireFlash Source code

var bool bAltFireFlash;

bAnimNotifiedShellEjects Source code

var bool bAnimNotifiedShellEjects;

bBarrelSteamActive Source code

var bool bBarrelSteamActive;

bBayonetAttached Source code

var bool bBayonetAttached;

bOldBarrelSteamActive Source code

var bool bOldBarrelSteamActive;

bOldBayonetAttached Source code

var bool bOldBayonetAttached;

bOutOfAmmo Source code

var bool bOutOfAmmo;

bUpdated Source code

var bool bUpdated;

LitWeapon Source code

var Weapon LitWeapon;

menuDescription Source code

var localized string menuDescription;

menuImage Source code

var Material menuImage;

mHitActor Source code

var actor mHitActor;

mHitNormal Source code

var vector mHitNormal;

mMuzFlash3rd Source code

var Emitter mMuzFlash3rd;

mMuzFlashClass Source code

var class<Emitter> mMuzFlashClass;

MuzzleBoneName Source code

var name MuzzleBoneName;

mVehHitNormal Source code

var Vector mVehHitNormal;

OldSpawnHitCount Source code

var byte OldSpawnHitCount;

ROMGSteamEmitter Source code

var Emitter ROMGSteamEmitter;

ROShellCase Source code

var ROShellEject ROShellCase;

ROSmoke Source code

var Emitter ROSmoke;

ShellEjectionBoneName Source code

var name ShellEjectionBoneName;

WeaponAmbientScale Source code

var config float WeaponAmbientScale;

ROWeaponAttachment

bAltRapidFire Source code

var(ROWeaponAttachment) bool bAltRapidFire;

bHeavy Source code

var(ROWeaponAttachment) bool bHeavy;

bLoopReloadAnim Source code

var(ROWeaponAttachment) bool bLoopReloadAnim;

bRapidFire Source code

var(ROWeaponAttachment) bool bRapidFire;

mShellEmitterOffset Source code

var(ROWeaponAttachment) vector mShellEmitterOffset;

PA_AirAnims[4] Source code

var(ROWeaponAttachment) name PA_AirAnims[4];

PA_AirStillAnim Source code

var(ROWeaponAttachment) name PA_AirStillAnim;

PA_AltFire Source code

var(ROWeaponAttachment) name PA_AltFire;

PA_BayonetAltFire Source code

var(ROWeaponAttachment) name PA_BayonetAltFire;

PA_BayonetAttachAnim Source code

var(ROWeaponAttachment) name PA_BayonetAttachAnim;

PA_BayonetDetachAnim Source code

var(ROWeaponAttachment) name PA_BayonetDetachAnim;

PA_CrouchAltFire Source code

var(ROWeaponAttachment) name PA_CrouchAltFire;

PA_CrouchAnims[8] Source code

var(ROWeaponAttachment) name PA_CrouchAnims[8];

PA_CrouchBayonetAltFire Source code

var(ROWeaponAttachment) name PA_CrouchBayonetAltFire;

PA_CrouchBoltActionAnim Source code

var(ROWeaponAttachment) name PA_CrouchBoltActionAnim;

PA_CrouchDeployedAltFire Source code

var(ROWeaponAttachment) name PA_CrouchDeployedAltFire;

PA_CrouchDeployedFire Source code

var(ROWeaponAttachment) name PA_CrouchDeployedFire;

PA_CrouchFire Source code

var(ROWeaponAttachment) name PA_CrouchFire;

PA_CrouchFireLastShot Source code

var(ROWeaponAttachment) name PA_CrouchFireLastShot;

PA_CrouchHitDownAnim Source code

var(ROWeaponAttachment) name PA_CrouchHitDownAnim;

PA_CrouchHitUpAnim Source code

var(ROWeaponAttachment) name PA_CrouchHitUpAnim;

PA_CrouchHoldBash[8] Source code

var(ROWeaponAttachment) name PA_CrouchHoldBash[8];

PA_CrouchHoldBayo[8] Source code

var(ROWeaponAttachment) name PA_CrouchHoldBayo[8];

PA_CrouchHoldExplosive[8] Source code

var(ROWeaponAttachment) name PA_CrouchHoldExplosive[8];

PA_CrouchIdleRestAnim Source code

var(ROWeaponAttachment) name PA_CrouchIdleRestAnim;

PA_CrouchIronBoltActionAnim Source code

var(ROWeaponAttachment) name PA_CrouchIronBoltActionAnim;

PA_CrouchIronFire Source code

var(ROWeaponAttachment) name PA_CrouchIronFire;

PA_CrouchToProneAnim Source code

var(ROWeaponAttachment) name PA_CrouchToProneAnim;

PA_CrouchTurnIronLeftAnim Source code

var(ROWeaponAttachment) name PA_CrouchTurnIronLeftAnim;

PA_CrouchTurnIronRightAnim Source code

var(ROWeaponAttachment) name PA_CrouchTurnIronRightAnim;

PA_CrouchTurnLeftAnim Source code

var(ROWeaponAttachment) name PA_CrouchTurnLeftAnim;

PA_CrouchTurnRightAnim Source code

var(ROWeaponAttachment) name PA_CrouchTurnRightAnim;

PA_DeployedAltFire Source code

var(ROWeaponAttachment) name PA_DeployedAltFire;

PA_DeployedFire Source code

var(ROWeaponAttachment) name PA_DeployedFire;

PA_DiveToProneEndAnim Source code

var(ROWeaponAttachment) name PA_DiveToProneEndAnim;

PA_DiveToProneStartAnim Source code

var(ROWeaponAttachment) name PA_DiveToProneStartAnim;

PA_DodgeAnims[4] Source code

var(ROWeaponAttachment) name PA_DodgeAnims[4];

PA_Fire Source code

var(ROWeaponAttachment) name PA_Fire;

PA_FireLastShot Source code

var(ROWeaponAttachment) name PA_FireLastShot;

PA_HitBAnim Source code

var(ROWeaponAttachment) name PA_HitBAnim;

PA_HitFAnim Source code

var(ROWeaponAttachment) name PA_HitFAnim;

PA_HitLAnim Source code

var(ROWeaponAttachment) name PA_HitLAnim;

PA_HitLLegAnim Source code

var(ROWeaponAttachment) name PA_HitLLegAnim;

PA_HitRAnim Source code

var(ROWeaponAttachment) name PA_HitRAnim;

PA_HitRLegAnim Source code

var(ROWeaponAttachment) name PA_HitRLegAnim;

PA_IdleBashHold Source code

var(ROWeaponAttachment) name PA_IdleBashHold;

PA_IdleBayoHold Source code

var(ROWeaponAttachment) name PA_IdleBayoHold;

PA_IdleCrouchAnim Source code

var(ROWeaponAttachment) name PA_IdleCrouchAnim;

PA_IdleCrouchBashHold Source code

var(ROWeaponAttachment) name PA_IdleCrouchBashHold;

PA_IdleCrouchBayoHold Source code

var(ROWeaponAttachment) name PA_IdleCrouchBayoHold;

PA_IdleCrouchExplosiveHold Source code

var(ROWeaponAttachment) name PA_IdleCrouchExplosiveHold;

PA_IdleCrouchIronWeaponAnim Source code

var(ROWeaponAttachment) name PA_IdleCrouchIronWeaponAnim;

PA_IdleDeployedAnim Source code

var(ROWeaponAttachment) name PA_IdleDeployedAnim;

PA_IdleDeployedCrouchAnim Source code

var(ROWeaponAttachment) name PA_IdleDeployedCrouchAnim;

PA_IdleDeployedProneAnim Source code

var(ROWeaponAttachment) name PA_IdleDeployedProneAnim;

PA_IdleExplosiveHold Source code

var(ROWeaponAttachment) name PA_IdleExplosiveHold;

PA_IdleIronRestAnim Source code

var(ROWeaponAttachment) name PA_IdleIronRestAnim;

PA_IdleIronWeaponAnim Source code

var(ROWeaponAttachment) name PA_IdleIronWeaponAnim;

PA_IdleProneAnim Source code

var(ROWeaponAttachment) name PA_IdleProneAnim;

PA_IdleProneBashHold Source code

var(ROWeaponAttachment) name PA_IdleProneBashHold;

PA_IdleProneBayoHold Source code

var(ROWeaponAttachment) name PA_IdleProneBayoHold;

PA_IdleProneExplosiveHold Source code

var(ROWeaponAttachment) name PA_IdleProneExplosiveHold;

PA_IdleRestAnim Source code

var(ROWeaponAttachment) name PA_IdleRestAnim;

PA_IdleWeaponAnim Source code

var(ROWeaponAttachment) name PA_IdleWeaponAnim;

PA_IronFire Source code

var(ROWeaponAttachment) name PA_IronFire;

PA_IronFireLastShot Source code

var(ROWeaponAttachment) name PA_IronFireLastShot;

PA_LandAnims[4] Source code

var(ROWeaponAttachment) name PA_LandAnims[4];

PA_LimpAnims[8] Source code

var(ROWeaponAttachment) name PA_LimpAnims[8];

PA_LimpIronAnims[8] Source code

var(ROWeaponAttachment) name PA_LimpIronAnims[8];

PA_MoveCrouchFire[8] Source code

var(ROWeaponAttachment) name PA_MoveCrouchFire[8];

PA_MoveHoldBash[8] Source code

var(ROWeaponAttachment) name PA_MoveHoldBash[8];

PA_MoveHoldBayo[8] Source code

var(ROWeaponAttachment) name PA_MoveHoldBayo[8];

PA_MoveHoldExplosive[8] Source code

var(ROWeaponAttachment) name PA_MoveHoldExplosive[8];

PA_MovementAnims[8] Source code

var(ROWeaponAttachment) name PA_MovementAnims[8];

PA_MoveStandFire[8] Source code

var(ROWeaponAttachment) name PA_MoveStandFire[8];

PA_MoveStandIronFire[8] Source code

var(ROWeaponAttachment) name PA_MoveStandIronFire[8];

PA_MoveWalkFire[8] Source code

var(ROWeaponAttachment) name PA_MoveWalkFire[8];

PA_PostReloadAnim Source code

var(ROWeaponAttachment) name PA_PostReloadAnim;

PA_PreReloadAnim Source code

var(ROWeaponAttachment) name PA_PreReloadAnim;

PA_ProneAltFire Source code

var(ROWeaponAttachment) name PA_ProneAltFire;

PA_ProneAnims[8] Source code

var(ROWeaponAttachment) name PA_ProneAnims[8];

PA_ProneBayonetAltFire Source code

var(ROWeaponAttachment) name PA_ProneBayonetAltFire;

PA_ProneBayonetAttachAnim Source code

var(ROWeaponAttachment) name PA_ProneBayonetAttachAnim;

PA_ProneBayonetDetachAnim Source code

var(ROWeaponAttachment) name PA_ProneBayonetDetachAnim;

PA_ProneBoltActionAnim Source code

var(ROWeaponAttachment) name PA_ProneBoltActionAnim;

PA_ProneDeployedAltFire Source code

var(ROWeaponAttachment) name PA_ProneDeployedAltFire;

PA_ProneDeployedFire Source code

var(ROWeaponAttachment) name PA_ProneDeployedFire;

PA_ProneFire Source code

var(ROWeaponAttachment) name PA_ProneFire;

PA_ProneFireLastShot Source code

var(ROWeaponAttachment) name PA_ProneFireLastShot;

PA_ProneHitAnim Source code

var(ROWeaponAttachment) name PA_ProneHitAnim;

PA_ProneHoldExplosive[8] Source code

var(ROWeaponAttachment) name PA_ProneHoldExplosive[8];

PA_ProneIdleRestAnim Source code

var(ROWeaponAttachment) name PA_ProneIdleRestAnim;

PA_ProneIronAnims[8] Source code

var(ROWeaponAttachment) name PA_ProneIronAnims[8];

PA_PronePostReloadAnim Source code

var(ROWeaponAttachment) name PA_PronePostReloadAnim;

PA_PronePreReloadAnim Source code

var(ROWeaponAttachment) name PA_PronePreReloadAnim;

PA_ProneReloadAnim Source code

var(ROWeaponAttachment) name PA_ProneReloadAnim;

PA_ProneReloadEmptyAnim Source code

var(ROWeaponAttachment) name PA_ProneReloadEmptyAnim;

PA_ProneToCrouchAnim Source code

var(ROWeaponAttachment) name PA_ProneToCrouchAnim;

PA_ProneToStandAnim Source code

var(ROWeaponAttachment) name PA_ProneToStandAnim;

PA_ProneTurnLeftAnim Source code

var(ROWeaponAttachment) name PA_ProneTurnLeftAnim;

PA_ProneTurnRightAnim Source code

var(ROWeaponAttachment) name PA_ProneTurnRightAnim;

PA_ProneWeaponDeployAnim Source code

var(ROWeaponAttachment) name PA_ProneWeaponDeployAnim;

PA_ProneWeaponUnDeployAnim Source code

var(ROWeaponAttachment) name PA_ProneWeaponUnDeployAnim;

PA_ReloadAnim Source code

var(ROWeaponAttachment) name PA_ReloadAnim;

PA_ReloadEmptyAnim Source code

var(ROWeaponAttachment) name PA_ReloadEmptyAnim;

PA_SprintAnims[8] Source code

var(ROWeaponAttachment) name PA_SprintAnims[8];

PA_SprintCrouchAnims[8] Source code

var(ROWeaponAttachment) name PA_SprintCrouchAnims[8];

PA_SprintCrouchHoldBash[8] Source code

var(ROWeaponAttachment) name PA_SprintCrouchHoldBash[8];

PA_SprintCrouchHoldBayo[8] Source code

var(ROWeaponAttachment) name PA_SprintCrouchHoldBayo[8];

PA_SprintCrouchHoldExplosive[8] Source code

var(ROWeaponAttachment) name PA_SprintCrouchHoldExplosive[8];

PA_SprintHoldBash[8] Source code

var(ROWeaponAttachment) name PA_SprintHoldBash[8];

PA_SprintHoldBayo[8] Source code

var(ROWeaponAttachment) name PA_SprintHoldBayo[8];

PA_SprintHoldExplosive[8] Source code

var(ROWeaponAttachment) name PA_SprintHoldExplosive[8];

PA_StandBoltActionAnim Source code

var(ROWeaponAttachment) name PA_StandBoltActionAnim;

PA_StandIronBoltActionAnim Source code

var(ROWeaponAttachment) name PA_StandIronBoltActionAnim;

PA_StandToProneAnim Source code

var(ROWeaponAttachment) name PA_StandToProneAnim;

PA_StandWeaponDeployAnim Source code

var(ROWeaponAttachment) name PA_StandWeaponDeployAnim;

PA_StandWeaponUnDeployAnim Source code

var(ROWeaponAttachment) name PA_StandWeaponUnDeployAnim;

PA_SwimAnims[4] Source code

var(ROWeaponAttachment) name PA_SwimAnims[4];

PA_TakeoffAnims[4] Source code

var(ROWeaponAttachment) name PA_TakeoffAnims[4];

PA_TakeoffStillAnim Source code

var(ROWeaponAttachment) name PA_TakeoffStillAnim;

PA_TurnIronLeftAnim Source code

var(ROWeaponAttachment) name PA_TurnIronLeftAnim;

PA_TurnIronRightAnim Source code

var(ROWeaponAttachment) name PA_TurnIronRightAnim;

PA_TurnLeftAnim Source code

var(ROWeaponAttachment) name PA_TurnLeftAnim;

PA_TurnRightAnim Source code

var(ROWeaponAttachment) name PA_TurnRightAnim;

PA_WalkAnims[8] Source code

var(ROWeaponAttachment) name PA_WalkAnims[8];

PA_WalkHoldBash[8] Source code

var(ROWeaponAttachment) name PA_WalkHoldBash[8];

PA_WalkHoldBayo[8] Source code

var(ROWeaponAttachment) name PA_WalkHoldBayo[8];

PA_WalkHoldExplosive[8] Source code

var(ROWeaponAttachment) name PA_WalkHoldExplosive[8];

PA_WalkIronAnims[8] Source code

var(ROWeaponAttachment) name PA_WalkIronAnims[8];

ROMGSteamEmitterClass Source code

var(ROWeaponAttachment) class<Emitter> ROMGSteamEmitterClass;

ROShellCaseClass Source code

var(ROWeaponAttachment) class<ROShellEject> ROShellCaseClass;

ROSmokeClass Source code

var(ROWeaponAttachment) class<Emitter> ROSmokeClass;

WA_BayonetAttach Source code

var(ROWeaponAttachment) name WA_BayonetAttach;

WA_BayonetAttachProne Source code

var(ROWeaponAttachment) name WA_BayonetAttachProne;

WA_BayonetDetach Source code

var(ROWeaponAttachment) name WA_BayonetDetach;

WA_BayonetDetachProne Source code

var(ROWeaponAttachment) name WA_BayonetDetachProne;

WA_BayonetFire Source code

var(ROWeaponAttachment) name WA_BayonetFire;

WA_BayonetIdle Source code

var(ROWeaponAttachment) name WA_BayonetIdle;

WA_BayonetIdleEmpty Source code

var(ROWeaponAttachment) name WA_BayonetIdleEmpty;

WA_BayonetPostReload Source code

var(ROWeaponAttachment) name WA_BayonetPostReload;

WA_BayonetPreReload Source code

var(ROWeaponAttachment) name WA_BayonetPreReload;

WA_BayonetProneReload Source code

var(ROWeaponAttachment) name WA_BayonetProneReload;

WA_BayonetProneReloadEmpty Source code

var(ROWeaponAttachment) name WA_BayonetProneReloadEmpty;

WA_BayonetReload Source code

var(ROWeaponAttachment) name WA_BayonetReload;

WA_BayonetReloadEmpty Source code

var(ROWeaponAttachment) name WA_BayonetReloadEmpty;

WA_BayonetWorkBolt Source code

var(ROWeaponAttachment) name WA_BayonetWorkBolt;

WA_Fire Source code

var(ROWeaponAttachment) name WA_Fire;

WA_Idle Source code

var(ROWeaponAttachment) name WA_Idle;

WA_IdleEmpty Source code

var(ROWeaponAttachment) name WA_IdleEmpty;

WA_PostReload Source code

var(ROWeaponAttachment) name WA_PostReload;

WA_PreReload Source code

var(ROWeaponAttachment) name WA_PreReload;

WA_ProneReload Source code

var(ROWeaponAttachment) name WA_ProneReload;

WA_ProneReloadEmpty Source code

var(ROWeaponAttachment) name WA_ProneReloadEmpty;

WA_Reload Source code

var(ROWeaponAttachment) name WA_Reload;

WA_ReloadEmpty Source code

var(ROWeaponAttachment) name WA_ReloadEmpty;

WA_WeaponDeploy Source code

var(ROWeaponAttachment) name WA_WeaponDeploy;

WA_WeaponUnDeploy Source code

var(ROWeaponAttachment) name WA_WeaponUnDeploy;

WA_WorkBolt Source code

var(ROWeaponAttachment) name WA_WorkBolt;


Functions Detail

AnimEnd Source code

simulated function AnimEnd ( int Channel) )

Destroyed Source code

simulated function Destroyed ( ) )

GetHitInfo Source code

simulated function GetHitInfo ( ) )

GetTipLocation Source code

simulated function Vector GetTipLocation ( ) )

GetVehicleHitInfo Source code

simulated function Actor GetVehicleHitInfo ( ) )

Hide Source code

simulated function Hide ( bool NewbHidden) )

InitFor Source code

function InitFor ( Inventory I) )

PlayIdle Source code

simulated function PlayIdle ( ) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

SpawnShells Source code

simulated function SpawnShells ( float amountPerSec) )

StartMuzzleSmoke Source code

simulated function StartMuzzleSmoke ( ) )

ThirdPersonBarrelSteam Source code

simulated function ThirdPersonBarrelSteam ( ) )

ThirdPersonEffects Source code

simulated event ThirdPersonEffects ( ) )

ThirdPersonGrenadeBack Source code

simulated function ThirdPersonGrenadeBack ( ) )

Tick Source code

simulated function Tick ( float DeltaTime) )

Timer Source code

simulated function Timer ( ) )

UpdateHit Source code

function UpdateHit ( Actor HitActor, vector HitLocation, vector HitNormal) )

WeaponLight Source code

simulated function WeaponLight ( ) )


Defaultproperties

defaultproperties
{
     WeaponAmbientScale=1.000000
     MuzzleBoneName="tip"
     ShellEjectionBoneName="weapon_eject"
     PA_MovementAnims(0)="runF_Kar"
     PA_MovementAnims(1)="runB_Kar"
     PA_MovementAnims(2)="runL_Kar"
     PA_MovementAnims(3)="runR_Kar"
     PA_CrouchAnims(0)="CrouchF_Kar"
     PA_CrouchAnims(1)="CrouchB_Kar"
     PA_CrouchAnims(2)="CrouchL_Kar"
     PA_CrouchAnims(3)="CrouchR_kar"
     PA_ProneAnims(0)="prone_crawlF_kar"
     PA_ProneAnims(1)="prone_crawlB_kar"
     PA_ProneAnims(2)="prone_crawlL_kar"
     PA_ProneAnims(3)="prone_crawlR_kar"
     PA_ProneAnims(4)="prone_crawlFL_kar"
     PA_ProneAnims(5)="prone_crawlFR_kar"
     PA_ProneAnims(6)="prone_crawlBL_kar"
     PA_ProneAnims(7)="prone_crawlBR_kar"
     PA_ProneIronAnims(0)="prone_slowcrawlF_kar"
     PA_ProneIronAnims(1)="prone_slowcrawlB_kar"
     PA_ProneIronAnims(2)="prone_slowcrawlL_kar"
     PA_ProneIronAnims(3)="prone_slowcrawlR_kar"
     PA_ProneIronAnims(4)="prone_slowcrawlL_kar"
     PA_ProneIronAnims(5)="prone_slowcrawlR_kar"
     PA_ProneIronAnims(6)="prone_slowcrawlB_kar"
     PA_ProneIronAnims(7)="prone_slowcrawlB_kar"
     PA_WalkAnims(0)="WalkF_Kar"
     PA_WalkAnims(1)="WalkB_Kar"
     PA_WalkAnims(2)="walkL_Kar"
     PA_WalkAnims(3)="WalkR_Kar"
     PA_WalkIronAnims(0)="WalkF_iron_Kar"
     PA_WalkIronAnims(1)="WalkB_iron_Kar"
     PA_WalkIronAnims(2)="walkL_iron_Kar"
     PA_WalkIronAnims(3)="walkR_iron_kar"
     PA_SprintAnims(0)="SprintF_Kar"
     PA_SprintAnims(1)="SprintF_Kar"
     PA_SprintAnims(2)="SprintF_Kar"
     PA_SprintAnims(3)="SprintF_Kar"
     PA_LimpAnims(0)="stand_limpFhip_kar"
     PA_LimpAnims(1)="stand_limpBhip_kar"
     PA_LimpAnims(2)="stand_limpLhip_kar"
     PA_LimpAnims(3)="stand_limpRhip_kar"
     PA_LimpAnims(4)="stand_limpFLhip_kar"
     PA_LimpAnims(5)="stand_limpFRhip_kar"
     PA_LimpAnims(6)="stand_limpBLhip_kar"
     PA_LimpAnims(7)="stand_limpBRhip_kar"
     PA_LimpIronAnims(0)="stand_limpFiron_kar"
     PA_LimpIronAnims(1)="stand_limpBiron_kar"
     PA_LimpIronAnims(2)="stand_limpLiron_kar"
     PA_LimpIronAnims(3)="stand_limpRiron_kar"
     PA_LimpIronAnims(4)="stand_limpFLiron_kar"
     PA_LimpIronAnims(5)="stand_limpFRiron_kar"
     PA_LimpIronAnims(6)="stand_limpBLiron_kar"
     PA_LimpIronAnims(7)="stand_limpBRiron_kar"
     PA_MoveHoldBayo(0)="stand_jogFhold_bayo"
     PA_MoveHoldBayo(1)="stand_jogBhold_bayo"
     PA_MoveHoldBayo(2)="stand_jogLhold_bayo"
     PA_MoveHoldBayo(3)="stand_jogRhold_bayo"
     PA_MoveHoldBayo(4)="stand_jogfLhold_bayo"
     PA_MoveHoldBayo(5)="stand_jogFRhold_bayo"
     PA_MoveHoldBayo(6)="stand_jogBLhold_bayo"
     PA_MoveHoldBayo(7)="stand_jogBRhold_bayo"
     PA_MoveHoldBash(0)="stand_jogFholdbash_kar"
     PA_MoveHoldBash(1)="stand_jogBholdbash_kar"
     PA_MoveHoldBash(2)="stand_jogLholdbash_kar"
     PA_MoveHoldBash(3)="stand_jogRholdbash_kar"
     PA_MoveHoldBash(4)="stand_jogfLholdbash_kar"
     PA_MoveHoldBash(5)="stand_jogFRholdbash_kar"
     PA_MoveHoldBash(6)="stand_jogBLholdbash_kar"
     PA_MoveHoldBash(7)="stand_jogBRholdbash_kar"
     PA_WalkHoldBayo(0)="stand_walkFhold_bayo"
     PA_WalkHoldBayo(1)="stand_walkBhold_bayo"
     PA_WalkHoldBayo(2)="stand_walkLhold_bayo"
     PA_WalkHoldBayo(3)="stand_walkRhold_bayo"
     PA_WalkHoldBayo(4)="stand_walkfLhold_bayo"
     PA_WalkHoldBayo(5)="stand_walkFRhold_bayo"
     PA_WalkHoldBayo(6)="stand_walkBLhold_bayo"
     PA_WalkHoldBayo(7)="stand_walkBRhold_bayo"
     PA_WalkHoldBash(0)="stand_walkFholdbash_kar"
     PA_WalkHoldBash(1)="stand_walkBholdbash_kar"
     PA_WalkHoldBash(2)="stand_walkLholdbash_kar"
     PA_WalkHoldBash(3)="stand_walkRholdbash_kar"
     PA_WalkHoldBash(4)="stand_walkfLholdbash_kar"
     PA_WalkHoldBash(5)="stand_walkFRholdbash_kar"
     PA_WalkHoldBash(6)="stand_walkBLholdbash_kar"
     PA_WalkHoldBash(7)="stand_walkBRholdbash_kar"
     PA_CrouchHoldBayo(0)="crouch_walkFhold_bayo"
     PA_CrouchHoldBayo(1)="crouch_walkBhold_bayo"
     PA_CrouchHoldBayo(2)="crouch_walkLhold_bayo"
     PA_CrouchHoldBayo(3)="crouch_walkRhold_bayo"
     PA_CrouchHoldBayo(4)="crouch_walkfLhold_bayo"
     PA_CrouchHoldBayo(5)="crouch_walkFRhold_bayo"
     PA_CrouchHoldBayo(6)="crouch_walkBLhold_bayo"
     PA_CrouchHoldBayo(7)="crouch_walkBRhold_bayo"
     PA_CrouchHoldBash(0)="crouch_walkFholdbash_kar"
     PA_CrouchHoldBash(1)="crouch_walkBholdbash_kar"
     PA_CrouchHoldBash(2)="crouch_walkLholdbash_kar"
     PA_CrouchHoldBash(3)="crouch_walkRholdbash_kar"
     PA_CrouchHoldBash(4)="crouch_walkfLholdbash_kar"
     PA_CrouchHoldBash(5)="crouch_walkFRholdbash_kar"
     PA_CrouchHoldBash(6)="crouch_walkBLholdbash_kar"
     PA_CrouchHoldBash(7)="crouch_walkBRholdbash_kar"
     PA_SprintHoldBayo(0)="stand_sprintFhold_bayo"
     PA_SprintHoldBayo(1)="stand_sprintBhold_bayo"
     PA_SprintHoldBayo(2)="stand_sprintLhold_bayo"
     PA_SprintHoldBayo(3)="stand_sprintRhold_bayo"
     PA_SprintHoldBayo(4)="stand_sprintfLhold_bayo"
     PA_SprintHoldBayo(5)="stand_sprintFRhold_bayo"
     PA_SprintHoldBayo(6)="stand_sprintBLhold_bayo"
     PA_SprintHoldBayo(7)="stand_sprintBRhold_bayo"
     PA_SprintHoldBash(0)="stand_sprintFholdbash_kar"
     PA_SprintHoldBash(1)="stand_sprintBholdbash_kar"
     PA_SprintHoldBash(2)="stand_sprintLholdbash_kar"
     PA_SprintHoldBash(3)="stand_sprintRholdbash_kar"
     PA_SprintHoldBash(4)="stand_sprintfLholdbash_kar"
     PA_SprintHoldBash(5)="stand_sprintFRholdbash_kar"
     PA_SprintHoldBash(6)="stand_sprintBLholdbash_kar"
     PA_SprintHoldBash(7)="stand_sprintBRholdbash_kar"
     PA_SprintCrouchHoldBayo(0)="crouch_sprintFhold_bayo"
     PA_SprintCrouchHoldBayo(1)="crouch_sprintBhold_bayo"
     PA_SprintCrouchHoldBayo(2)="crouch_sprintLhold_bayo"
     PA_SprintCrouchHoldBayo(3)="crouch_sprintRhold_bayo"
     PA_SprintCrouchHoldBayo(4)="crouch_sprintfLhold_bayo"
     PA_SprintCrouchHoldBayo(5)="crouch_sprintFRhold_bayo"
     PA_SprintCrouchHoldBayo(6)="crouch_sprintBLhold_bayo"
     PA_SprintCrouchHoldBayo(7)="crouch_sprintBRhold_bayo"
     PA_SprintCrouchHoldBash(0)="crouch_sprintFholdbash_kar"
     PA_SprintCrouchHoldBash(1)="crouch_sprintBholdbash_kar"
     PA_SprintCrouchHoldBash(2)="crouch_sprintLholdbash_kar"
     PA_SprintCrouchHoldBash(3)="crouch_sprintRholdbash_kar"
     PA_SprintCrouchHoldBash(4)="crouch_sprintfLholdbash_kar"
     PA_SprintCrouchHoldBash(5)="crouch_sprintFRholdbash_kar"
     PA_SprintCrouchHoldBash(6)="crouch_sprintBLholdbash_kar"
     PA_SprintCrouchHoldBash(7)="crouch_sprintBRholdbash_kar"
     PA_TurnRightAnim="TurnR_kar"
     PA_TurnLeftAnim="TurnL_kar"
     PA_TurnIronRightAnim="TurnR_iron_kar"
     PA_TurnIronLeftAnim="TurnL_iron_kar"
     PA_CrouchTurnIronRightAnim="crouch_turnRiron_kar"
     PA_CrouchTurnIronLeftAnim="crouch_turnRiron_kar"
     PA_ProneTurnRightAnim="prone_turnR_kar"
     PA_ProneTurnLeftAnim="prone_turnL_kar"
     PA_StandToProneAnim="stand_prone_Kar"
     PA_CrouchToProneAnim="crouch_prone_Kar"
     PA_ProneToStandAnim="prone_stand_Kar"
     PA_ProneToCrouchAnim="prone_crouch_Kar"
     PA_CrouchTurnRightAnim="Crouch_turnR_kar"
     PA_CrouchTurnLeftAnim="Crouch_turnL_kar"
     PA_IdleCrouchAnim="Ch_Kar"
     PA_IdleRestAnim="idle_kar"
     PA_IdleWeaponAnim="idle_kar"
     PA_IdleIronRestAnim="idle_iron_kar"
     PA_IdleIronWeaponAnim="idle_iron_kar"
     PA_IdleProneAnim="prone_idle_Kar"
     PA_IdleBayoHold="stand_idlehold_bayo"
     PA_IdleCrouchBayoHold="crouch_idlehold_bayo"
     PA_IdleProneBayoHold="prone_idlehold_bayo"
     PA_IdleBashHold="stand_idleholdbash_kar"
     PA_IdleCrouchBashHold="crouch_idleholdbash_kar"
     PA_IdleProneBashHold="prone_idlehold_bayo"
     PA_ReloadAnim="reload_kar"
     PA_ProneReloadAnim="prone_reload_kar"
     PA_StandBoltActionAnim="stand_bolthip_kar"
     PA_StandIronBoltActionAnim="stand_boltiron_kar"
     PA_CrouchBoltActionAnim="crouch_bolt_kar"
     PA_CrouchIronBoltActionAnim="crouch_boltiron_kar"
     PA_ProneBoltActionAnim="prone_bolt_kar"
     PA_Fire="bolt_kar"
     PA_IronFire="bolt_iron_kar"
     PA_CrouchFire="crouch_aimed_kar"
     PA_CrouchIronFire="crouch_shootiron_kar"
     PA_ProneFire="prone_bolt_kar"
     PA_FireLastShot="aimed_kar"
     PA_IronFireLastShot="iron_aimed_kar"
     PA_CrouchFireLastShot="crouch_aimed_kar"
     PA_ProneFireLastShot="prone_aimed_kar"
     PA_HitFAnim="hitF_rifle"
     PA_HitBAnim="hitB_rifle"
     PA_HitLAnim="hitL_rifle"
     PA_HitRAnim="hitR_rifle"
     PA_HitLLegAnim="hitL_leg_rifle"
     PA_HitRLegAnim="hitR_leg_rifle"
     PA_CrouchHitUpAnim="ch_lowerhit_kar"
     PA_CrouchHitDownAnim="ch_upperhit_kar"
     PA_ProneHitAnim="prone_hit_kar"
     PA_AirStillAnim="jump_mid_kar"
     PA_AirAnims(0)="jumpF_mid_kar"
     PA_AirAnims(1)="jumpB_mid_kar"
     PA_AirAnims(2)="jumpL_mid_kar"
     PA_AirAnims(3)="jumpR_mid_kar"
     PA_TakeoffStillAnim="jump_takeoff_kar"
     PA_TakeoffAnims(0)="jumpF_takeoff_kar"
     PA_TakeoffAnims(1)="jumpB_takeoff_kar"
     PA_TakeoffAnims(2)="jumpL_takeoff_kar"
     PA_TakeoffAnims(3)="jumpR_takeoff_kar"
     PA_LandAnims(0)="jumpF_land_kar"
     PA_LandAnims(1)="jumpB_land_kar"
     PA_LandAnims(2)="jumpL_land_kar"
     PA_LandAnims(3)="jumpR_land_kar"
     PA_DodgeAnims(0)="jumpF_mid_kar"
     PA_DodgeAnims(1)="jumpB_mid_kar"
     PA_DodgeAnims(2)="jumpL_mid_kar"
     PA_DodgeAnims(3)="jumpR_mid_kar"
     MenuDescription="Description unavailable."
     bRapidFire=True
     SplashEffect=Class'ROEffects.BulletSplashEmitter'
     LightType=LT_Steady
     LightEffect=LE_NonIncidence
     LightHue=30
     LightSaturation=150
     LightBrightness=150.000000
     LightRadius=4.000000
     LightPeriod=3
     bUseCollisionStaticMesh=True
}

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Creation time: Fri 13-10-2023 03:18:52.910 - Created with UnCodeX