Documentation ¶
Index ¶
Constants ¶
This section is empty.
Variables ¶
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var ClassNameToDescriptor = map[string]FGEquipmentZipline{ "Equip_Zipline_C": Zipline, }
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var ( Zipline = FGEquipmentZipline{ Name: "Zipline", ClassName: "Equip_Zipline_C", MArmAnimation: `AE_Generic1Hand`, MAttachSocket: `hand_rSocket`, MBackAnimation: `BE_None`, MCostToUse: ``, MEquipmentSlot: resource.Arms, MHasPersistentOwner: false, MMaxZiplineAngle: 0.950000, MShouldPlayDeactivateSound: false, MTraceDistance: 180.000000, MTraceRadius: 100.000000, MTraceStartOffset: 250.000000, MUseDefaultPrimaryFire: true, MVisualizeTraceDistance: false, MZiplineJumpLaunchVelocity: 700.000000, MZiplineReattachCooldown: 0.300000, } )
Functions ¶
This section is empty.
Types ¶
type FGEquipmentZipline ¶
type FGEquipmentZipline struct { Name string ClassName string MArmAnimation string MAttachSocket string MBackAnimation string MCostToUse string MEquipmentSlot resource.EquipmentSlot MHasPersistentOwner bool MMaxZiplineAngle float64 MShouldPlayDeactivateSound bool MTraceDistance float64 MTraceRadius float64 MTraceStartOffset float64 MUseDefaultPrimaryFire bool MVisualizeTraceDistance bool MZiplineJumpLaunchVelocity float64 MZiplineReattachCooldown float64 }
func GetByClassName ¶
func GetByClassName(className string) (FGEquipmentZipline, error)
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