WeaponProjectileFire

package
v0.0.0-...-0c1458e Latest Latest
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Published: Jun 7, 2022 License: MIT Imports: 2 Imported by: 0

Documentation

Index

Constants

This section is empty.

Variables

View Source
var ClassNameToDescriptor = map[string]FGWeaponProjectileFire{
	"Equip_RebarGun_Projectile_C": RebarGunProjectile,
}
View Source
var (
	RebarGunProjectile = FGWeaponProjectileFire{
		Name:                   "RebarGunProjectile",
		ClassName:              "Equip_RebarGun_Projectile_C",
		MArmAnimation:          `AE_RebarGun`,
		MAttachSocket:          `hand_rSocket`,
		MBackAnimation:         `BE_None`,
		MBlockSprintWhenFiring: true,
		MCostToUse:             ``,
		MCurrentAmmo:           0,
		MEquipmentSlot:         resource.Arms,
		MFireRate:              1.000000,
		MHasPersistentOwner:    false,
		MMagSize:               1,
		MMuteDryFire:           false,
		MProjectileData:        `(ProjectileClass=BlueprintGeneratedClass'"/Game/FactoryGame/Equipment/RebarGun/BP_RebarProjectile.BP_RebarProjectile_C"',ProjectileLifeSpan=10.000000,ProjectileStickSpan=5.000000,ExplosionDamage=15,ImpactDamage=15,CanTriggerExplodeBySameClass=True,DamageType=BlueprintGeneratedClass'"/Game/FactoryGame/Equipment/RebarGun/DamageType_RebarGunProjectile.DamageType_RebarGunProjectile_C"',DamageTypeExplode=Class'"/Script/FactoryGame.FGDamageType"')`,
		MRandomReloadAnim:      0,
		MRandomStingerAnim:     0,
		MReloadTime:            1.800000,
		MUseDefaultPrimaryFire: false,
	}
)

Functions

This section is empty.

Types

type FGWeaponProjectileFire

type FGWeaponProjectileFire struct {
	Name                   string
	ClassName              string
	MArmAnimation          string
	MAttachSocket          string
	MBackAnimation         string
	MBlockSprintWhenFiring bool
	MCostToUse             string
	MCurrentAmmo           int
	MEquipmentSlot         resource.EquipmentSlot
	MFireRate              float64
	MHasPersistentOwner    bool
	MMagSize               int
	MMuteDryFire           bool
	MProjectileData        string
	MRandomReloadAnim      int
	MRandomStingerAnim     int
	MReloadTime            float64
	MUseDefaultPrimaryFire bool
}

func GetByClassName

func GetByClassName(className string) (FGWeaponProjectileFire, error)

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