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IWeapon Class Referenceabstract

#include <Weapon.h>

Inheritance diagram for IWeapon:
AWeaponFramework AHitscanWeaponFramework AMeleeWeaponFramework AProjectileWeaponFramework

Public Member Functions

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

Member Function Documentation

◆ AddAttachment()

virtual void IWeapon::AddAttachment ( const FString & AttachmentID)
pure virtual

Attachments

Implemented in AWeaponFramework.

◆ Aiming()

virtual void IWeapon::Aiming ( bool bIsAiming)
pure virtual

◆ BlindFireWeapon()

virtual void IWeapon::BlindFireWeapon ( const FVector Location,
const FRotator Rotation,
const AActor * ActorToIgnore,
const float Accuracy )
pure virtual

Implemented in AWeaponFramework.

◆ CancelReload()

virtual void IWeapon::CancelReload ( )
pure virtual

Implemented in AWeaponFramework.

◆ Fire()

virtual void IWeapon::Fire ( const FVector Location,
const FRotator Rotation,
const AActor * ActorToIgnore,
const float Accuracy )
pure virtual

Shooting

Implemented in AWeaponFramework.

◆ GetAimDownSightSocket()

virtual FTransform IWeapon::GetAimDownSightSocket ( ) const
pure virtual

Implemented in AWeaponFramework.

◆ GetFireMode()

virtual EWeaponFireMode IWeapon::GetFireMode ( ) const
pure virtual

Implemented in AWeaponFramework.

◆ GetPivotPoint()

virtual FTransform IWeapon::GetPivotPoint ( ) const
pure virtual

Implemented in AWeaponFramework.

◆ GetWeaponData()

virtual FWeaponData_T IWeapon::GetWeaponData ( ) const
pure virtual

Get Weapon infos

Implemented in AWeaponFramework.

◆ GetWeaponFOV()

virtual float IWeapon::GetWeaponFOV ( ) const
pure virtual

Implemented in AWeaponFramework.

◆ GetWeaponStats()

virtual FWeaponStats_T IWeapon::GetWeaponStats ( ) const
pure virtual

Implemented in AWeaponFramework.

◆ GetWeaponType()

virtual EWeaponType IWeapon::GetWeaponType ( ) const
pure virtual

Implemented in AWeaponFramework.

◆ InitWeapon()

virtual void IWeapon::InitWeapon ( )
pure virtual

Implemented in AWeaponFramework.

◆ IsClipEmpty()

virtual bool IWeapon::IsClipEmpty ( ) const
pure virtual

Implemented in AWeaponFramework.

◆ MoveUMG()

virtual void IWeapon::MoveUMG ( bool bIsRightShoulder)
pure virtual

Implemented in AWeaponFramework.

◆ Reload()

virtual void IWeapon::Reload ( float ReloadTime)
pure virtual

Implemented in AWeaponFramework.

◆ SetDebuggingStats()

virtual void IWeapon::SetDebuggingStats ( const bool bDebug,
const bool bInfinite,
const bool bBottomless )
pure virtual

Implemented in AWeaponFramework.

◆ SetMuzzleOffset()

virtual void IWeapon::SetMuzzleOffset ( const FVector & Location,
const FRotator & Rotation )
pure virtual

Implemented in AWeaponFramework.

◆ SetRecoilPivotPoint()

virtual void IWeapon::SetRecoilPivotPoint ( const FVector & Location,
const FRotator & Rotation )
pure virtual

Implemented in AWeaponFramework.

◆ SetWeaponData()

virtual void IWeapon::SetWeaponData ( const FWeaponData_T NewWeaponData)
pure virtual

Implemented in AWeaponFramework.

◆ SetWeaponMesh()

virtual void IWeapon::SetWeaponMesh ( USkeletalMesh * SkeletalMesh)
pure virtual

Implemented in AWeaponFramework.

◆ SetWeaponMeshHidden()

virtual void IWeapon::SetWeaponMeshHidden ( const bool bValue)
pure virtual

Sets the Guns Mesh to be Hidden in Game, Used for Turrets and Ships, Things with invisible Weapons

Implemented in AWeaponFramework.

◆ SetWeaponShouldAutoReload()

virtual void IWeapon::SetWeaponShouldAutoReload ( const bool bValue)
pure virtual

Implemented in AWeaponFramework.

◆ SwitchAutoMode()

virtual void IWeapon::SwitchAutoMode ( )
pure virtual

Implemented in AWeaponFramework.

◆ ToggleAttachment()

virtual void IWeapon::ToggleAttachment ( const EAttachmentType & AttachmentType)
pure virtual

Implemented in AWeaponFramework.


The documentation for this class was generated from the following file: