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IWeapon Member List

This is the complete list of members for IWeapon, including all inherited members.

AddAttachment(const FString &AttachmentID)=0IWeaponpure virtual
Aiming(bool bIsAiming)=0IWeaponpure virtual
BlindFireWeapon(const FVector Location, const FRotator Rotation, const AActor *ActorToIgnore, const float Accuracy)=0IWeaponpure virtual
CancelReload()=0IWeaponpure virtual
Fire(const FVector Location, const FRotator Rotation, const AActor *ActorToIgnore, const float Accuracy)=0IWeaponpure virtual
GetAimDownSightSocket() const =0IWeaponpure virtual
GetFireMode() const =0IWeaponpure virtual
GetPivotPoint() const =0IWeaponpure virtual
GetWeaponData() const =0IWeaponpure virtual
GetWeaponFOV() const =0IWeaponpure virtual
GetWeaponStats() const =0IWeaponpure virtual
GetWeaponType() const =0IWeaponpure virtual
InitWeapon()=0IWeaponpure virtual
IsClipEmpty() const =0IWeaponpure virtual
MoveUMG(bool bIsRightShoulder)=0IWeaponpure virtual
Reload(float ReloadTime)=0IWeaponpure virtual
SetDebuggingStats(const bool bDebug, const bool bInfinite, const bool bBottomless)=0IWeaponpure virtual
SetMuzzleOffset(const FVector &Location, const FRotator &Rotation)=0IWeaponpure virtual
SetRecoilPivotPoint(const FVector &Location, const FRotator &Rotation)=0IWeaponpure virtual
SetWeaponData(const FWeaponData_T NewWeaponData)=0IWeaponpure virtual
SetWeaponMesh(USkeletalMesh *SkeletalMesh)=0IWeaponpure virtual
SetWeaponMeshHidden(const bool bValue)=0IWeaponpure virtual
SetWeaponShouldAutoReload(const bool bValue)=0IWeaponpure virtual
SwitchAutoMode()=0IWeaponpure virtual
ToggleAttachment(const EAttachmentType &AttachmentType)=0IWeaponpure virtual