Documentation ¶
Index ¶
Constants ¶
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Variables ¶
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var ClassNameToDescriptor = map[string]FGWeaponProjectileFire{ "Equip_RebarGun_Projectile_C": RebarGunProjectile, }
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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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