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Space Plunder
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Struct representing data of a weapon that changes. More...
#include <WeaponStructs.h>
Public Member Functions | |
| bool | operator== (const FWeaponData_T &Other) const |
| bool | IsValid () const |
| void | AddAttachment (const FString &AttachmentID) |
| int32 | AddAmmo (const int32 AmountToAdd, const int32 MaxAmmo) |
Static Public Member Functions | |
| static FWeaponData_T | Empty () |
Public Attributes | |
| FString | WeaponID = "DefaultWeapon" |
| EWeaponFireMode | FireMode = EWeaponFireMode::Single |
| float | TriggerSpamTimeRemaining = 0.0f |
| bool | bShouldAutoReload = false |
| int32 | CurrentAmmo = 0 |
| int32 | TotalAmmoCount = 0 |
| TArray< FString > | CurrentWeaponAttachments |
| FVector | WeaponOffset = FVector::ZeroVector |
| FRotator | RotationOffset = FRotator::ZeroRotator |
Struct representing data of a weapon that changes.
Current Ammo, Fire Mode, Attachments, and TriggerSpamTime
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Returns Remaining Ammo
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inline |
Adds the Attachment ID to the list of IDs
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inlinestatic |
Returns an Empty Invalid Struct, for resetting weapons
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inline |
Checks if Mesh is Valid and if the ID has been set
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inline |
| bool FWeaponData_T::bShouldAutoReload = false |
| int32 FWeaponData_T::CurrentAmmo = 0 |
The Ammo Left in the Clip
| TArray<FString> FWeaponData_T::CurrentWeaponAttachments |
A list of IDs of the Attachments that are on the Weapon
| EWeaponFireMode FWeaponData_T::FireMode = EWeaponFireMode::Single |
Auto, Single, Burst or Changing
| FRotator FWeaponData_T::RotationOffset = FRotator::ZeroRotator |
| int32 FWeaponData_T::TotalAmmoCount = 0 |
The Total Backup Ammo
| float FWeaponData_T::TriggerSpamTimeRemaining = 0.0f |
Used as a timer to stop pressing faster than the fire rate, it is stored on Drop/Swap, to stop avoiding
| FString FWeaponData_T::WeaponID = "DefaultWeapon" |
Weapon ID Used for Finding Info in DataTables
| FVector FWeaponData_T::WeaponOffset = FVector::ZeroVector |
For Pickup PAD, how High up of the ground it should be etc.