KFWeapon
Killing Floor class | KFWeapon (source) |
Base weapon class for Killing Floor.
Properties
int AppID
- Unique ID used to identify paid DLC weapons.
bool bAimingRifle
- Set to true if using the scope or iron sights.
bool bAmmoHUDAsBar
- Unused.
bool bConsumesPhysicalAmmo
bool bDoSingleReload
- <<Description>>
bool bDualWeapon
- Set to true if the dual version of a weapon (dualies, etc).
bool bHasScope
- Set to true if the weapon has a scope.
bool bHasSecondaryAmmo
- Set to true if weapon has secondary ammo (M4 203).
bool bIsReloading
- Set to true while reloading.
bool bIsTier2Weapon
- Set to true if if the weapon is tier 2 (used for achievements).
bool bIsTier3Weapon
- Set to true if if the weapon is tier 3 (used for achievements).
bool bKFNeverThrow
- If set to true the weapon cannot be thrown.
bool bModeZeroCanDryFire
- If set to true, pulling the trigger when the weapon is empty will cause an auto-reload.
bool bNoHit
- <<Description>>
bool bPendingFlashlight
- Set to true when the player has pressed the flashlight key but the associated weapon has not yet been brought up.
bool bPreviouslyDropped
- Set to true if a player had previously dropped this weapon.
bool bReduceMagAmmoOnSecondaryFire
- Setting to true will prevent primary ammo from being consumed when using secondary fire (M4 203).
bool bReloadEffectDone
- Set to false when starting a reload, and true when complete.
bool bShowPullOutHint
- Used exclusively for the knife to check if a relevant hint should be shown.
bool bSpeedMeUp
- If set to true, holding this weapon can increase the player's speed.
bool bSteadyAim
- If set to true, this weapon's accuracy is not affected by movement.
bool bUseCombos
- <<Description>>
Vector EndBeamEffect
- <<Description>>
name FlashBoneName
- <<Description>>
Effect_TacLightProjector FlashLight
- <<Description>>
string HudImageRef
- <<Description>>
KFScopeDetailSettings KFScopeDetail
- <<Description>>
float LastAmmoResult
- <<Description>>
float LastHasGunMsgTime
- <<Description>>
int MagAmmoRemaining
- <<Description>>
string MeshRef
- <<Description>>
float NextAmmoCheckTime
- <<Description>>
int NumClicks
- <<Description>>
int NumLoadedThisReload
- <<Description>>
float QuickBringUpTime
- <<Description>>
float QuickPutDownTime
- <<Description>>
int ReferenceCount
- <<Description>>
float ReloadTimer
- <<Description>>
string SelectedHudImageRef
- <<Description>>
string SelectSoundRef
- <<Description>>
int SellValue
- <<Description>>
array<string> SkinRefs
- <<Description>>
float StandardDisplayFOV
- <<Description>>
int StoppingPower
- <<Description>>
Actor TacShine
- <<Description>>
PlayerController Tier3WeaponGiver
- <<Description>>
texture TraderInfoTexture
- <<Description>>
name WeaponReloadAnim
- <<Description>>
bool bHoldToReload
- <<Description>>
bool bTorchEnabled
- <<Description>>
EClientGrenadeState ClientGrenadeState
- <<Description>>
vector FirstPersonFlashlightOffset
- <<Description>>
material HudImage
- <<Description>>
name IdleAimAnim
- <<Description>>
int MagCapacity
- <<Description>>
int MinimumFireRange
- <<Description>>
name ModeSwitchAnim
- <<Description>>
name ReloadAnim
- <<Description>>
float ReloadAnimRate
- <<Description>>
float ReloadRate
- <<Description>>
material SelectedHudImage
- <<Description>>
byte SleeveNum
- <<Description>>
class<InventoryAttachment> TacShineClass
- <<Description>>
sound ToggleSound
- <<Description>>
float Weight
- <<Description>>
sound AimInSound
- <<Description>>
sound AimOutSound
- <<Description>>
bool bHasAimingMode
- <<Description>>
float ZoomedDisplayFOVHigh
- <<Description>>
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