|
Space Plunder
|
Represents statistics for a weapon. More...
#include <WeaponStructs.h>
Public Member Functions | |
| bool | operator== (const FWeaponStats_T &Other) const |
| bool | operator!= (const FWeaponStats_T &Other) const |
| FWeaponStats_T () | |
| bool | GetIsAttachmentCompatible (const FString &AttachmentID, const EAttachmentType AttachmentType) const |
| FWeaponStats_T | AddModifiers (const TArray< FWeaponModifiers > &Modifiers) |
| bool | IsValid () const |
Static Public Member Functions | |
| static FWeaponStats_T | Empty () |
Public Attributes | |
| FString | WeaponID = "DefaultWeapon" |
| FString | WeaponDisplayName = "Default Weapon" |
| EWeaponType | WeaponType = EWeaponType::HitScan |
| EWeaponOverlay | WeaponOverlay = EWeaponOverlay::PistolOneHanded |
| bool | bNonLethal = false |
| bool | bSilenced = false |
| bool | bMeleeWeapon = false |
| FName | MeleeNotifyName = "Default" |
| FName | FlashLightSocketName = "LightSource" |
| float | FOV = 90.0f |
| int32 | MaxAttachmentsAvailable = 1 |
| FWeaponAttachmentsCompatibility | AttachmentsCompatibility |
| int32 | MaxAmmo = 128 |
| int32 | ClipSize = 32 |
| FRecoilAnimData | RecoilAnimData |
| float | RecoilAnimRate = 650.0f |
| int32 | RecoilBursts = 0 |
| float | Recoil = 1.0f |
| UCurveVector * | RecoilCurve = nullptr |
| float | BulletSpread = 2000.0f |
| float | GunRange = 200000.0f |
| float | WeaponRangeMin = 500.0f |
| float | WeaponRangeMax = 3500.0f |
| float | MaxDamageMultiplier = 5.0f |
| float | MinDamageMultiplier = 0.5f |
| float | ReloadTime = 1.0f |
| float | DefaultDamage = 20.0f |
| TSubclassOf< class UDamageType > | DamageType = UDamageType::StaticClass() |
| bool | bHasAutoMode = false |
| bool | bHasBurstMode = false |
| int32 | BurstRounds = 3 |
| float | BurstCooldown = 0.2f |
| float | FireRate = 100.0f |
| bool | bMultiFire = false |
| int32 | MultiFireRounds = 3 |
| FVector | WeaponOffset = FVector::ZeroVector |
| FRotator | RotationOffset = FRotator::ZeroRotator |
| bool | bIsLeftHand = false |
| FVector | MuzzleOffset = FVector::ZeroVector |
| FRotator | MuzzleRotation = FRotator::ZeroRotator |
| FVector | MuzzleFlashOffset = FVector::ZeroVector |
| FVector | RecoilOffset = FVector::ZeroVector |
| FRotator | RecoilRotation = FRotator::ZeroRotator |
| class UTexture2D * | WeaponThumbnail = nullptr |
| FCrosshairData | Crosshair |
| class USkeletalMesh * | MeshForPickup = nullptr |
| FWeaponSpawnDetails | SpawnDetails = FWeaponSpawnDetails() |
| FWeaponProjectileStats_T | WeaponProjectileStats = FWeaponProjectileStats_T::Empty() |
| FRotator | ProjectileRotationOffset = FRotator::ZeroRotator |
| FString | WeaponEffectsID = "DefaultEffects" |
Represents statistics for a weapon.
|
inline |
|
inline |
|
inlinestatic |
|
inline |
|
inline |
|
inline |
|
inline |
| FWeaponAttachmentsCompatibility FWeaponStats_T::AttachmentsCompatibility |
| bool FWeaponStats_T::bHasAutoMode = false |
| bool FWeaponStats_T::bHasBurstMode = false |
| bool FWeaponStats_T::bIsLeftHand = false |
| bool FWeaponStats_T::bMeleeWeapon = false |
| bool FWeaponStats_T::bMultiFire = false |
| bool FWeaponStats_T::bNonLethal = false |
| bool FWeaponStats_T::bSilenced = false |
| float FWeaponStats_T::BulletSpread = 2000.0f |
| float FWeaponStats_T::BurstCooldown = 0.2f |
| int32 FWeaponStats_T::BurstRounds = 3 |
| int32 FWeaponStats_T::ClipSize = 32 |
| FCrosshairData FWeaponStats_T::Crosshair |
| TSubclassOf<class UDamageType> FWeaponStats_T::DamageType = UDamageType::StaticClass() |
| float FWeaponStats_T::DefaultDamage = 20.0f |
| float FWeaponStats_T::FireRate = 100.0f |
| FName FWeaponStats_T::FlashLightSocketName = "LightSource" |
| float FWeaponStats_T::FOV = 90.0f |
| float FWeaponStats_T::GunRange = 200000.0f |
| int32 FWeaponStats_T::MaxAmmo = 128 |
| int32 FWeaponStats_T::MaxAttachmentsAvailable = 1 |
| float FWeaponStats_T::MaxDamageMultiplier = 5.0f |
| FName FWeaponStats_T::MeleeNotifyName = "Default" |
| class USkeletalMesh* FWeaponStats_T::MeshForPickup = nullptr |
| float FWeaponStats_T::MinDamageMultiplier = 0.5f |
| int32 FWeaponStats_T::MultiFireRounds = 3 |
| FVector FWeaponStats_T::MuzzleFlashOffset = FVector::ZeroVector |
| FVector FWeaponStats_T::MuzzleOffset = FVector::ZeroVector |
| FRotator FWeaponStats_T::MuzzleRotation = FRotator::ZeroRotator |
| FRotator FWeaponStats_T::ProjectileRotationOffset = FRotator::ZeroRotator |
| float FWeaponStats_T::Recoil = 1.0f |
| FRecoilAnimData FWeaponStats_T::RecoilAnimData |
| float FWeaponStats_T::RecoilAnimRate = 650.0f |
| int32 FWeaponStats_T::RecoilBursts = 0 |
| UCurveVector* FWeaponStats_T::RecoilCurve = nullptr |
| FVector FWeaponStats_T::RecoilOffset = FVector::ZeroVector |
| FRotator FWeaponStats_T::RecoilRotation = FRotator::ZeroRotator |
| float FWeaponStats_T::ReloadTime = 1.0f |
| FRotator FWeaponStats_T::RotationOffset = FRotator::ZeroRotator |
| FWeaponSpawnDetails FWeaponStats_T::SpawnDetails = FWeaponSpawnDetails() |
| FString FWeaponStats_T::WeaponDisplayName = "Default Weapon" |
| FString FWeaponStats_T::WeaponEffectsID = "DefaultEffects" |
| FString FWeaponStats_T::WeaponID = "DefaultWeapon" |
| FVector FWeaponStats_T::WeaponOffset = FVector::ZeroVector |
| EWeaponOverlay FWeaponStats_T::WeaponOverlay = EWeaponOverlay::PistolOneHanded |
| FWeaponProjectileStats_T FWeaponStats_T::WeaponProjectileStats = FWeaponProjectileStats_T::Empty() |
| float FWeaponStats_T::WeaponRangeMax = 3500.0f |
| float FWeaponStats_T::WeaponRangeMin = 500.0f |
| class UTexture2D* FWeaponStats_T::WeaponThumbnail = nullptr |
| EWeaponType FWeaponStats_T::WeaponType = EWeaponType::HitScan |