Documentation ¶
Index ¶
Constants ¶
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Variables ¶
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var ClassNameToDescriptor = map[string]FGNobeliskDetonator{ "Equip_NobeliskDetonator_C": NobeliskDetonator, }
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var ( NobeliskDetonator = FGNobeliskDetonator{ Name: "NobeliskDetonator", ClassName: "Equip_NobeliskDetonator_C", MArmAnimation: `AE_Nobelisk`, MAttachSocket: `hand_lSocket`, MBackAnimation: `BE_None`, MBlockSprintWhenFiring: true, MCostToUse: ``, MCurrentAmmo: 0, MDelayBetweenExplosions: 0.150000, MDispensedExplosives: ``, MEquipmentSlot: resource.Arms, MExplosiveData: `(ProjectileClass=BlueprintGeneratedClass'"/Game/FactoryGame/Equipment/NobeliskDetonator/BP_NobeliskExplosive.BP_NobeliskExplosive_C"',ProjectileLifeSpan=-1.000000,ProjectileStickSpan=-1.000000,ExplosionDamage=50,ExplosionRadius=750.000000,ImpactDamage=1,ExplodeAtEndOfLife=True,DamageType=BlueprintGeneratedClass'"/Game/FactoryGame/Equipment/NobeliskDetonator/DamageType_NobeliskExplosiveImpact.DamageType_NobeliskExplosiveImpact_C"',DamageTypeExplode=BlueprintGeneratedClass'"/Game/FactoryGame/Equipment/NobeliskDetonator/DamageType_NobeliskExplosive.DamageType_NobeliskExplosive_C"')`, MFireRate: 0.500000, MHasPersistentOwner: false, MIsPendingExecuteFire: false, MMagSize: 1, MMaxChargeTime: 1.000000, MMaxThrowForce: 3000, MMinThrowForce: 200, MReloadTime: 1.000000, MUseDefaultPrimaryFire: false, } )
Functions ¶
This section is empty.
Types ¶
type FGNobeliskDetonator ¶
type FGNobeliskDetonator struct { Name string ClassName string MArmAnimation string MAttachSocket string MBackAnimation string MBlockSprintWhenFiring bool MCostToUse string MCurrentAmmo int MDelayBetweenExplosions float64 MDispensedExplosives string MEquipmentSlot resource.EquipmentSlot MExplosiveData string MFireRate float64 MHasPersistentOwner bool MIsPendingExecuteFire bool MMagSize int MMaxChargeTime float64 MMaxThrowForce int MMinThrowForce int MReloadTime float64 MUseDefaultPrimaryFire bool }
func GetByClassName ¶
func GetByClassName(className string) (FGNobeliskDetonator, error)
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