#include <Weapon.h>
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| virtual void | InitWeapon ()=0 |
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| virtual void | Fire (const FVector Location, const FRotator Rotation, const AActor *ActorToIgnore, const float Accuracy)=0 |
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| virtual void | Reload (float ReloadTime)=0 |
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| virtual void | CancelReload ()=0 |
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| virtual void | SwitchAutoMode ()=0 |
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| virtual void | BlindFireWeapon (const FVector Location, const FRotator Rotation, const AActor *ActorToIgnore, const float Accuracy)=0 |
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| virtual void | AddAttachment (const FString &AttachmentID)=0 |
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| virtual void | ToggleAttachment (const EAttachmentType &AttachmentType)=0 |
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| virtual void | MoveUMG (bool bIsRightShoulder)=0 |
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| virtual void | Aiming (bool bIsAiming)=0 |
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| virtual FWeaponData_T | GetWeaponData () const =0 |
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| virtual FWeaponStats_T | GetWeaponStats () const =0 |
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| virtual EWeaponType | GetWeaponType () const =0 |
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| virtual FTransform | GetPivotPoint () const =0 |
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| virtual FTransform | GetAimDownSightSocket () const =0 |
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| virtual float | GetWeaponFOV () const =0 |
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| virtual void | SetWeaponShouldAutoReload (const bool bValue)=0 |
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| virtual EWeaponFireMode | GetFireMode () const =0 |
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| virtual bool | IsClipEmpty () const =0 |
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| virtual void | SetWeaponData (const FWeaponData_T NewWeaponData)=0 |
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| virtual void | SetWeaponMesh (USkeletalMesh *SkeletalMesh)=0 |
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| virtual void | SetMuzzleOffset (const FVector &Location, const FRotator &Rotation)=0 |
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| virtual void | SetRecoilPivotPoint (const FVector &Location, const FRotator &Rotation)=0 |
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| virtual void | SetWeaponMeshHidden (const bool bValue)=0 |
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| virtual void | SetDebuggingStats (const bool bDebug, const bool bInfinite, const bool bBottomless)=0 |
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◆ AddAttachment()
| virtual void IWeapon::AddAttachment |
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const FString & | AttachmentID | ) |
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pure virtual |
◆ Aiming()
| virtual void IWeapon::Aiming |
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bool | bIsAiming | ) |
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pure virtual |
◆ BlindFireWeapon()
| virtual void IWeapon::BlindFireWeapon |
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const FVector | Location, |
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const FRotator | Rotation, |
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const AActor * | ActorToIgnore, |
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const float | Accuracy ) |
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pure virtual |
◆ CancelReload()
| virtual void IWeapon::CancelReload |
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| ) |
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pure virtual |
◆ Fire()
| virtual void IWeapon::Fire |
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const FVector | Location, |
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const FRotator | Rotation, |
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const AActor * | ActorToIgnore, |
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const float | Accuracy ) |
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pure virtual |
◆ GetAimDownSightSocket()
| virtual FTransform IWeapon::GetAimDownSightSocket |
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const |
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pure virtual |
◆ GetFireMode()
◆ GetPivotPoint()
| virtual FTransform IWeapon::GetPivotPoint |
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const |
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pure virtual |
◆ GetWeaponData()
◆ GetWeaponFOV()
| virtual float IWeapon::GetWeaponFOV |
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const |
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pure virtual |
◆ GetWeaponStats()
◆ GetWeaponType()
◆ InitWeapon()
| virtual void IWeapon::InitWeapon |
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pure virtual |
◆ IsClipEmpty()
| virtual bool IWeapon::IsClipEmpty |
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const |
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pure virtual |
◆ MoveUMG()
| virtual void IWeapon::MoveUMG |
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bool | bIsRightShoulder | ) |
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pure virtual |
◆ Reload()
| virtual void IWeapon::Reload |
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float | ReloadTime | ) |
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pure virtual |
◆ SetDebuggingStats()
| virtual void IWeapon::SetDebuggingStats |
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const bool | bDebug, |
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const bool | bInfinite, |
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const bool | bBottomless ) |
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pure virtual |
◆ SetMuzzleOffset()
| virtual void IWeapon::SetMuzzleOffset |
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const FVector & | Location, |
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const FRotator & | Rotation ) |
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pure virtual |
◆ SetRecoilPivotPoint()
| virtual void IWeapon::SetRecoilPivotPoint |
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const FVector & | Location, |
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const FRotator & | Rotation ) |
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pure virtual |
◆ SetWeaponData()
| virtual void IWeapon::SetWeaponData |
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const FWeaponData_T | NewWeaponData | ) |
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pure virtual |
◆ SetWeaponMesh()
| virtual void IWeapon::SetWeaponMesh |
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USkeletalMesh * | SkeletalMesh | ) |
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pure virtual |
◆ SetWeaponMeshHidden()
| virtual void IWeapon::SetWeaponMeshHidden |
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const bool | bValue | ) |
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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 |
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const bool | bValue | ) |
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pure virtual |
◆ SwitchAutoMode()
| virtual void IWeapon::SwitchAutoMode |
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| ) |
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pure virtual |
◆ ToggleAttachment()
| virtual void IWeapon::ToggleAttachment |
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const EAttachmentType & | AttachmentType | ) |
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pure virtual |
The documentation for this class was generated from the following file:
- T:/Unreal/Unreal Projects/SpaceAdventure52/SpaceAdventure/Plugins/WeaponSystem/Source/WeaponSystem/Public/Interfaces/Weapon.h