Documentation ¶
Index ¶
Constants ¶
This section is empty.
Variables ¶
View Source
var ClassNameToDescriptor = map[string]FGParachute{ "Equip_Parachute_C": Parachute, }
View Source
var ( Parachute = FGParachute{ Name: "Parachute", ClassName: "Equip_Parachute_C", MArmAnimation: `AE_None`, MAttachSocket: `root`, MBackAnimation: `BE_None`, MCostToUse: `((ItemClass=BlueprintGeneratedClass'"/Game/FactoryGame/Resource/Equipment/Beacon/Desc_Parachute.Desc_Parachute_C"',Amount=1))`, MEquipmentSlot: resource.Back, MHasPersistentOwner: false, MIsDeployed: false, MTerminalVelocityZ: 300.000000, MUseDefaultPrimaryFire: false, } )
Functions ¶
This section is empty.
Types ¶
type FGParachute ¶
type FGParachute struct { Name string ClassName string MArmAnimation string MAttachSocket string MBackAnimation string MCostToUse string MEquipmentSlot resource.EquipmentSlot MHasPersistentOwner bool MIsDeployed bool MTerminalVelocityZ float64 MUseDefaultPrimaryFire bool }
func GetByClassName ¶
func GetByClassName(className string) (FGParachute, error)
Click to show internal directories.
Click to hide internal directories.