Documentation ¶
Index ¶
Constants ¶
This section is empty.
Variables ¶
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var ClassNameToDescriptor = map[string]FGSuitBase{ "Equip_HazmatSuit_C": HazmatSuit, }
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var ( HazmatSuit = FGSuitBase{ Name: "HazmatSuit", ClassName: "Equip_HazmatSuit_C", MArmAnimation: `AE_None`, MAttachSocket: `None`, MBackAnimation: `BE_None`, MCostToUse: `((ItemClass=BlueprintGeneratedClass'"/Game/FactoryGame/Resource/Parts/IodineInfusedFilter/Desc_HazmatFilter.Desc_HazmatFilter_C"',Amount=1))`, MCountdown: 0.000000, MDamageNegated: 0.000000, MDisableEffectTimer: 0.000000, MEquipmentSlot: resource.Back, MFilterDuration: 240.000000, MHasNegatedDamage: false, MHasPersistentOwner: false, MImmunity: 0.000000, MIsWorking: false, MSuit1PMeshMaterials: `((SlotName="Body_Details",Material=MaterialInstanceConstant'"/Game/FactoryGame/Character/Player/Material/MI_Haz_Body_Details.MI_Haz_Body_Details"'),(SlotName="Body_01",Material=MaterialInstanceConstant'"/Game/FactoryGame/Character/Player/Material/MI_Haz_Body_01.MI_Haz_Body_01"'),(SlotName="Body_02",Material=MaterialInstanceConstant'"/Game/FactoryGame/Character/Player/Material/MI_Haz_Body_02.MI_Haz_Body_02"'),(SlotName="Body_Hands",Material=MaterialInstanceConstant'"/Game/FactoryGame/Character/Player/Material/MI_Haz_Body_Hands.MI_Haz_Body_Hands"'),(SlotName="Body_Backpack",Material=MaterialInstanceConstant'"/Game/FactoryGame/Character/Player/Material/MI_Haz_Body_Backpack.MI_Haz_Body_Backpack"'))`, MUseDefaultPrimaryFire: false, } )
Functions ¶
This section is empty.
Types ¶
type FGSuitBase ¶
type FGSuitBase struct { Name string ClassName string MArmAnimation string MAttachSocket string MBackAnimation string MCostToUse string MCountdown float64 MDamageNegated float64 MDisableEffectTimer float64 MEquipmentSlot resource.EquipmentSlot MFilterDuration float64 MHasNegatedDamage bool MHasPersistentOwner bool MImmunity float64 MIsWorking bool MSuit1PMeshMaterials string MUseDefaultPrimaryFire bool }
func GetByClassName ¶
func GetByClassName(className string) (FGSuitBase, error)
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