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Gameplay.Equippable

Extends
Equipment
Modifiers
native

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Gameplay.Equipment
      |   
      +-- Gameplay.Equippable

Direct Known Subclasses:

Deployable, Weapon

Constants Summary
Inherited Contants from Engine.Actor
MAXSTEPHEIGHT, MINFLOORZ

Variables Summary
boolattemptedAttach
boolbIsFirstPerson
boolbMeshChangeOK
boolbPlayedCharacterEquipAnim
bytedemoFireCount
floatequipDurationCounter
VectorequippablePos
boolequipped
bytefireCount
NamefireState
floatfirstPersonInterpCurrent
floatfirstPersonInterpStep
floatfirstPersonInterpTarget
bytelocalDemoFireCount
bytelocalFireCount
NamereleaseFireState
IFiringMotorrookMotor
RookrookOwner
floatstartEquippingTime
Equippable
class<EquippableAnimator>animClass
stringanimPrefix
boolautomaticallyHold
boolbFirstPersonUseTrace
floatequipDuration
stringequippedArmAnim
MeshfirstPersonAltMesh
VectorfirstPersonAltOffset
VectorfirstPersonAltTraceExtent
floatfirstPersonAltTraceLength
floatfirstPersonBobMultiplier
MeshfirstPersonMesh
VectorfirstPersonOffset
VectorfirstPersonTraceExtent
floatfirstPersonTraceLength
MeshthirdPersonAltMesh
StaticMeshthirdPersonAltStaticMesh
NamethirdPersonAttachmentBone
VectorthirdPersonAttachmentOffset
MeshthirdPersonMesh
StaticMeshthirdPersonStaticMesh
floatunequipDuration
Inherited Variables from Gameplay.Equipment
attentionFXDuration, attentionFXMaterial, attentionFXSpacing, attentionLeft, awaitingPickupPhysics, bCanDrop, bCanPickup, bDropped, bHeld, bPlayPickupSound, droppedElasticity, dropVelocity, heldStartState, hudIcon, hudIconCoords, hudRefireIcon, hudRefireIconCoords, infoString, inventoryIcon, localizedName, next, nextAttentionTime, pickupProxy, pickupRadius, prev, prompt, sensorUpdateFlag, spawnPoint
Inherited Variables from Engine.Actor
Acceleration, ActorRenderData, AmbientGlow, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bAcceptsShadowProjectors, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAutoAlignToTerrain, bBlockActors, bBlockHavok, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockZeroExtentTraces, bBounce, bCanBeDamaged, bCanTeleport, bCastsVolumetricShadows, bClientAnim, bClientDemoNetFunc, bClientDemoRecording, bClientHavokPhysics, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDirectional, bDisableBspVolumetrics, bDisableEditorCopying, bDisableHavokCollisionWhenAttached, bDisableShadowOptimisation, bDisableSorting, bDisableTick, bDisableTouch, bDisturbFluidSurface, bDoNotApproximateBumpmap, bDynamicLight, bEdShouldSnap, bEdSnap, bEnableHavokBackstep, bFixedRotationDir, bGameRelevant, bGetOverlayMaterialFromBase, bGetSkinFromBase, bHardAttach, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bImportantActor, bInterpolating, bIsMirror, bIsVehicle, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNavigationRelevant, bNeedLifetimeEffectEvents, bNeedPostRenderCallback, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNetworkRelevancyVisible, bNoDelete, bNoRepMesh, bObsolete, bOnlyAffectCurrentZone, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOverruleNavigationRelevant, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjectile, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateLabel, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bSendDestructionNotification, bShadowCast, bShouldBaseAtStartup, bShowOctreeNodes, bSkipActorPropertyReplication, bSkipEncroachment, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTimerLoop, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bTriggerEffectEventsBeforeGameStarts, BumpmapLODScale, bUnifiedPositionChanged, bUnifiedVelocityChanged, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bUseRootMotionBound, bVolumetricShadowCast, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, exclusiveToGameInfo, forceAccumulator, ForcedVisibilityZoneTag, ForceRadius, ForceScale, ForceType, gameInfoExclusions, gameInfoInclusions, GravityScale, Group, HardRelMatrix, havokAngularVelocity, HavokData, havokDataClass, havokGameTickForce, havokGameTickForcePosition, havokSkeletalRotationSpeed, InitialState, Instigator, JoinedTag, Label, LastRenderTime, LastTick, LatentAnimChannelCount, LatentFloat, LatentStackLocations, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, maxDifficulty, MaxLights, maxNumPlayers, MaxTraceDistance, Mesh, MeshInstance, MessageClass, minDifficulty, minNumPlayers, movementObject, MovementObjectClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, Owner, OwnerGroups, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SpeechTag, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, Tag, Texture, TimerCounter, TimerRate, torqueAccumulator, Touching, TriggeredBy, unifiedPosition, unifiedVelocity, UsesSubVisibility, Velocity, XLevel

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDetailMode, EDoubleClickDir, EDrawType, EFilterState, EForceType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ETravelType, SocketCoordinates

Structures Summary
Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, HavokRigidBodyState, KRBVec, KRigidBodyState, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr

Functions Summary
functionbool armsFirstPersonStatus (bool bNewIsFirstPerson))
function attachWeaponHack ()))
function BeginState ()))
Dropped
function BeginState ()))
Idle
function BeginState ()))
Unequipping
function calculateInterpolation ()))
functionbool canUnequip ()))
function checkFireCount ()))
function drawDebug (HUD debugHUD)
function EndState ()))
Idle
function equip ()))
eventbool fire (optional bool _fireOnce))
functionbool firstPersonStatus ()))
functionVector getFirstPersonOffset ()))
functionbool handleFire ()))
functionbool handleFire ()))
Idle
functionbool handleReleaseFire ()))
functionbool handleReleaseFire ()))
FirePressed
function initialiseRookMotor ()))
functionbool keepArms ()))
function moveWeapon ()))
function onMessage (Message m))
Dropped
function onThirdPersonFireCount ()))
function pickup (Character newOwner))
function playEquipAnim ()))
function playIdleAnim ()))
function playUnequipAnim ()))
function PostBeginPlay ()))
function PostNetBeginPlay ()))
function PrecacheEquippableRenderData (LevelInfo Level, class<Equippable> EquipClass))
eventbool releaseFire (optional bool bClientOnly))
function selectMesh (optional bool bForceChange))
functionbool sendServerRequestFire ()))
functionbool sendServerRequestReleaseFire ()))
function setDroppedMesh ()))
function setFirstPersonOffset (Vector v))
function setMovementReplication (bool replicate))
function setupFirstPerson ()))
function setupThirdPerson ()))
functionbool shouldHide (bool bIsFirstPerson))
functionbool shouldPlayEquipAnim ()))
function Tick (float DeltaTime))
function Tick (float Delta))
Dropped
function Tick (float Delta))
Equipping
function Tick (float DeltaTime))
Held
function Tick (float Delta))
Idle
function Tick (float Delta))
Unequipping
function unEquip ()))
function UpdatePrecacheRenderData ()))
functionbool useAlternateMesh ()))
Inherited Functions from Gameplay.Equipment
allowPrompt, Attach, BeginState, canExpire, canPickup, Destroyed, doSwitch, drop, endHeldByCharacter, EndState, equipmentGone, GetOverlayMaterial, gotoHeldState, HitWall, isInNoDropRangeOfInventoryStation, needPrompt, onMessage, onPickup, onTakenFromSpawnPoint, pickup, PickupProxyTouch, PickupProxyUntouch, PostNetReceive, removeDroppedEquipment, requestEquipmentDrop, setDropLocation, setDropVelocity, setMovementReplication, setup, setupDropped, startHeldByCharacter, Tick, Timer, TravelPreAccept
Inherited Functions from Engine.Actor
*, +, -, actorLabel, AddContextForNextEffectEvent, AddDebugMessage, AITrace, AllActors, Allocate, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, AnimStopLooping, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BoneRefresh, BroadcastLocalizedMessage, Bump, CanSplash, checkSocket, ChildActors, classConstruct, clientDispatchMessage, Clock, CollidingActors, ConsoleCommand, Construct, CurrentLIPSincAnim, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, dispatchMessage, DisplayDebug, DrawDebugLine, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, findByLabel, findStaticByLabel, FinishAnim, FinishedInterpolation, FinishInterpolation, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAnimLength, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClosestBone, GetCollisionExtent, GetCurrentMaterial, GetDebugName, GetHumanReadableName, getHurtRadiusParent, GetItemName, GetLIPSincAnimDuration, GetLocalString, GetMapName, GetMaterial, GetMeshName, GetMeshOrigin, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetOverlayMaterial, GetRadarInfoClass, getReceiveDamageRadius, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, getSocket, GetSoundDuration, GetURLMap, GetUrlOption, HasAnim, HasLIPSincAnim, HavokActivate, HavokCollisionGroupChange, HavokGetAngularVelocity, HavokGetCenterOfMass, HavokGetLastTracedBone, HavokGetLinearVelocity, HavokGetPosition, HavokGetState, HavokImpartCOMImpulse, HavokImpartForce, HavokImpartImpulse, HavokImpartLinearForceAll, HavokIsActive, HavokReturnSkeletalActorToAnimationSystem, HavokSetAngularDamping, HavokSetAngularVelocity, HavokSetBlocking, HavokSetCOM, HavokSetGameTickForce, HavokSetLinearDamping, HavokSetLinearVelocity, HavokSetLinearVelocityAll, HavokSetPosition, HavokSetRotation, HavokSlowSetCollisionEnabled, HavokUpdateState, Hide, HitWall, HurtRadius, InterruptSound, IsAnimating, IsInPain, IsInVolume, IsOverlapping, IsPlayingLIPSincAnim, IsTweening, KilledBy, Landed, LinkMesh, LinkSkelAnim, LIPSincAnimEnd, LocalizeMapText, LockRootMotion, LoopAnim, LostChild, makeDormant, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, nearbyControlledPawns, NearSpot, OnGameStarted, OnHidden, OnlyAffectPawns, onMessage, OnOptimizedIn, OnOptimizedOut, OnShown, OptimizeIn, OptimizeOut, PauseSound, PhysicsVolumeChange, PlayAnim, PlayAnimAdditive, PlayerCanSeeMe, PlayFeedbackEffect, PlayLIPSincAnim, PlayLoopedSound, PlayMusic, PlayOwnedSound, PlayScriptedAnim, PlaySound, PlayStream, PlayTeleportEffect, PostBeginPlay, PostLoadGame, PostNetBeginPlay, PostNetReceive, PostTakeDamage, PostTeleport, PostTouch, PreBeginPlay, PrecacheSpeech, PreScriptedTextureRendered, PreTeleport, PreTrigger, processHurtRadiusVictim, ProjectileTouch, RadiusActors, registerClientMessage, registerMessage, RegisterNotifyGameStarted, RenderOverlays, RenderTexture, ReplaceText, Reset, ResumeSound, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTimer, ShallowCopyMaterial, ShouldActorsBlockSplash, ShouldProjectileHit, Show, Spawn, SpecialHandling, StartInterpolation, staticActorLabel, StopAllMusic, StopAnimating, StopFeedbackEffect, StopLIPSincAnim, StopMusic, SuggestFallVelocity, TakeDamage, TestMove, Tick, Timer, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TriggerEffectEvent, TriggerEvent, TweenAnim, UnClock, unifiedAddForce, unifiedAddForceAtPosition, unifiedAddImpulse, unifiedAddImpulseAtPosition, unifiedAddTorque, unifiedAddVelocity, unifiedGetAcceleration, unifiedGetCOMPosition, unifiedGetGravity, unifiedGetMass, unifiedGetNaturalCOMPosition, unifiedGetPosition, unifiedGetVelocity, unifiedSetAcceleration, unifiedSetAngularVelocity, unifiedSetMass, unifiedSetPosition, unifiedSetRotation, unifiedSetVelocity, UnTouch, UnTrigger, UnTriggerEffectEvent, UnTriggerEvent, UpdateAttachmentLocations, UpdatePrecacheRenderData, UpdateURL, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange

States Summary
Dropped Source code
simulated state Dropped
BeginState, onMessage, Tick
Equipping Source code
simulated state Equipping
Tick
FirePressed Source code
simulated state FirePressed
handleReleaseFire
FireReleased Source code
simulated state FireReleased
Held Source code
simulated state Held
Tick
Idle Source code
simulated state Idle
BeginState, EndState, handleFire, Tick
Unequipping Source code
simulated state Unequipping
BeginState, Tick


Variables Detail

attemptedAttach Source code

var bool attemptedAttach;

bIsFirstPerson Source code

var bool bIsFirstPerson;

bMeshChangeOK Source code

var bool bMeshChangeOK;

bPlayedCharacterEquipAnim Source code

var bool bPlayedCharacterEquipAnim;

demoFireCount Source code

var byte demoFireCount;

equipDurationCounter Source code

var float equipDurationCounter;

equippablePos Source code

var Vector equippablePos;

equipped Source code

var bool equipped;

fireCount Source code

var byte fireCount;

fireState Source code

var Name fireState;

firstPersonInterpCurrent Source code

var float firstPersonInterpCurrent;

firstPersonInterpStep Source code

var float firstPersonInterpStep;

firstPersonInterpTarget Source code

var float firstPersonInterpTarget;

localDemoFireCount Source code

var byte localDemoFireCount;

localFireCount Source code

var byte localFireCount;

releaseFireState Source code

var Name releaseFireState;

rookMotor Source code

var IFiringMotor rookMotor;

rookOwner Source code

var Rook rookOwner;

startEquippingTime Source code

var float startEquippingTime;

Equippable

animClass Source code

var(Equippable) class<EquippableAnimator> animClass;

animPrefix Source code

var(Equippable) string animPrefix;
Prefix used for arm and weapon animations

automaticallyHold Source code

var(Equippable) bool automaticallyHold;
Force this equippable to enter the Held state as soon as it is spawned.

bFirstPersonUseTrace Source code

var(Equippable) bool bFirstPersonUseTrace;
Whether a trace should be used to pull the gun away from objects in the first person

equipDuration Source code

var(Equippable) float equipDuration;
The amount of time that the equip animation takes to play

equippedArmAnim Source code

var(Equippable) string equippedArmAnim;

firstPersonAltMesh Source code

var(Equippable) Mesh firstPersonAltMesh;
The mesh seen in your first-person view if your armor uses an alternate weapon mesh

firstPersonAltOffset Source code

var(Equippable) private Vector firstPersonAltOffset;
The position of the weapon in a first person view if your armor uses an alternate weapon mesh

firstPersonAltTraceExtent Source code

var(Equippable) Vector firstPersonAltTraceExtent;

firstPersonAltTraceLength Source code

var(Equippable) float firstPersonAltTraceLength;
Trace used to stop gun hitting wall

firstPersonBobMultiplier Source code

var(Equippable) float firstPersonBobMultiplier;
from 0 to 1

firstPersonMesh Source code

var(Equippable) Mesh firstPersonMesh;
The mesh seen in your first-person view

firstPersonOffset Source code

var(Equippable) private Vector firstPersonOffset;
The position of the weapon in a first person view

firstPersonTraceExtent Source code

var(Equippable) Vector firstPersonTraceExtent;

firstPersonTraceLength Source code

var(Equippable) float firstPersonTraceLength;
Trace used to stop gun hitting wall

thirdPersonAltMesh Source code

var(Equippable) Mesh thirdPersonAltMesh;
The mesh seen when others look at your weapon if your armor uses an alternate weapon mesh

thirdPersonAltStaticMesh Source code

var(Equippable) StaticMesh thirdPersonAltStaticMesh;
The mesh seen when others look at your weapon if your armor uses an alternate weapon mesh

thirdPersonAttachmentBone Source code

var(Equippable) Name thirdPersonAttachmentBone;
The bone to attach the deployable to when in third person

thirdPersonAttachmentOffset Source code

var(Equippable) Vector thirdPersonAttachmentOffset;
Offset from attachment point for 3rd person mesh

thirdPersonMesh Source code

var(Equippable) Mesh thirdPersonMesh;
The mesh seen when others look at your weapon

thirdPersonStaticMesh Source code

var(Equippable) StaticMesh thirdPersonStaticMesh;
The mesh seen when others look at your weapon

unequipDuration Source code

var(Equippable) float unequipDuration;
The amount of time that the unequip animation takes to play


Functions Detail

armsFirstPersonStatus Source code

simulated function bool armsFirstPersonStatus ( bool bNewIsFirstPerson) )

attachWeaponHack Source code

simulated function attachWeaponHack ( ) )

BeginState Dropped Source code

simulated function BeginState ( ) )

BeginState Idle Source code

simulated function BeginState ( ) )

BeginState Unequipping Source code

simulated function BeginState ( ) )

calculateInterpolation Source code

simulated function calculateInterpolation ( ) )

canUnequip Source code

function bool canUnequip ( ) )

checkFireCount Source code

simulated function checkFireCount ( ) )

drawDebug Source code

function drawDebug ( HUD debugHUD )

EndState Idle Source code

simulated function EndState ( ) )

equip Source code

function equip ( ) )

fire Source code

simulated event bool fire ( optional bool _fireOnce) )

firstPersonStatus Source code

simulated function bool firstPersonStatus ( ) )

getFirstPersonOffset Source code

simulated function Vector getFirstPersonOffset ( ) )

handleFire Source code

private function bool handleFire ( ) )

handleFire Idle Source code

simulated protected function bool handleFire ( ) )

handleReleaseFire Source code

protected function bool handleReleaseFire ( ) )

handleReleaseFire FirePressed Source code

simulated protected function bool handleReleaseFire ( ) )

initialiseRookMotor Source code

simulated function initialiseRookMotor ( ) )

keepArms Source code

simulated function bool keepArms ( ) )

moveWeapon Source code

simulated function moveWeapon ( ) )

onMessage Dropped Source code

simulated function onMessage ( Message m) )

onThirdPersonFireCount Source code

simulated function onThirdPersonFireCount ( ) )

pickup Source code

function pickup ( Character newOwner) )

playEquipAnim Source code

simulated function playEquipAnim ( ) )

playIdleAnim Source code

simulated function playIdleAnim ( ) )

playUnequipAnim Source code

simulated function playUnequipAnim ( ) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

PrecacheEquippableRenderData Source code

static simulated function PrecacheEquippableRenderData ( LevelInfo Level, class<Equippable> EquipClass) )

releaseFire Source code

simulated event bool releaseFire ( optional bool bClientOnly) )

selectMesh Source code

simulated function selectMesh ( optional bool bForceChange) )

sendServerRequestFire Source code

private function bool sendServerRequestFire ( ) )

sendServerRequestReleaseFire Source code

protected function bool sendServerRequestReleaseFire ( ) )

setDroppedMesh Source code

simulated function setDroppedMesh ( ) )

setFirstPersonOffset Source code

simulated function setFirstPersonOffset ( Vector v) )

setMovementReplication Source code

protected function setMovementReplication ( bool replicate) )

setupFirstPerson Source code

simulated function setupFirstPerson ( ) )

setupThirdPerson Source code

simulated function setupThirdPerson ( ) )

shouldHide Source code

simulated function bool shouldHide ( bool bIsFirstPerson) )

shouldPlayEquipAnim Source code

simulated function bool shouldPlayEquipAnim ( ) )

Tick Source code

simulated function Tick ( float DeltaTime) )

Tick Dropped Source code

simulated function Tick ( float Delta) )

Tick Equipping Source code

simulated function Tick ( float Delta) )

Tick Held Source code

simulated function Tick ( float DeltaTime) )

Tick Idle Source code

simulated function Tick ( float Delta) )

Tick Unequipping Source code

simulated function Tick ( float Delta) )

unEquip Source code

function unEquip ( ) )

UpdatePrecacheRenderData Source code

simulated function UpdatePrecacheRenderData ( ) )

useAlternateMesh Source code

simulated function bool useAlternateMesh ( ) )


Defaultproperties

defaultproperties
{ 
	bNoRepMesh = true	
	bReplicateMovement = false


	bCanDrop = true


	triggeredBy = "all"


	DrawType = DT_Mesh


	firstPersonTraceLength = 100
	firstPersonTraceExtent = (X=1,Y=10,Z=1)
	firstPersonAltTraceLength = 100
	firstPersonAltTraceExtent = (X=1,Y=10,Z=1)
	firstPersonBobMultiplier = 0.15
	firstPersonInterpStep = 0.25
	bFirstPersonUseTrace = true


	fireState = FirePressed
	releaseFireState = FireReleased


	attemptedAttach = false


	animClass = class'EquippableAnimator'


	thirdPersonAttachmentBone = "weapon"
}

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Creation time: st 23.5.2018 00:10:29.645 - Created with UnCodeX