Difference between revisions of "KFWeapon"

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(Created page with "{{KFClassInfo|Object >> Actor >> Inventory >> Weapon >> BaseKFWeapon|name=KFWeapon|pkg=KFMod}} Base weapon class for Killing Floor. == Properties...")
 
(Added some descriptions)
Line 6: Line 6:
  
 
'''int AppID'''
 
'''int AppID'''
: <<Description>>
+
: Unique ID used to identify paid DLC weapons.
 
'''bool bAimingRifle'''
 
'''bool bAimingRifle'''
: <<Description>>
+
: Set to true if using the scope or iron sights.
 
'''bool bAmmoHUDAsBar'''
 
'''bool bAmmoHUDAsBar'''
: <<Description>>
+
: Unused.
 
'''bool bConsumesPhysicalAmmo'''
 
'''bool bConsumesPhysicalAmmo'''
: <<Description>>
+
: Set to true if the weapon consumes some form of ammunition (false for [[syringe]] and [[welder]]).
 
'''bool bDoSingleReload'''
 
'''bool bDoSingleReload'''
 
: <<Description>>
 
: <<Description>>
 
'''bool bDualWeapon'''
 
'''bool bDualWeapon'''
: <<Description>>
+
: Set to true if the dual version of a weapon ([[dualies]], etc).
 
'''bool bHasScope'''
 
'''bool bHasScope'''
: <<Description>>
+
: Set to true if the weapon has a scope.
 
'''bool bHasSecondaryAmmo'''
 
'''bool bHasSecondaryAmmo'''
: <<Description>>
+
: Set to true if weapon has secondary ammo ([[M4 203]]).
 
'''bool bIsReloading'''
 
'''bool bIsReloading'''
: <<Description>>
+
: Set to true while reloading.
 
'''bool bIsTier2Weapon'''
 
'''bool bIsTier2Weapon'''
: <<Description>>
+
: Set to true if if the weapon is tier 2 (used for achievements).
 
'''bool bIsTier3Weapon'''
 
'''bool bIsTier3Weapon'''
: <<Description>>
+
: Set to true if if the weapon is tier 3 (used for achievements).
 
'''bool bKFNeverThrow'''
 
'''bool bKFNeverThrow'''
: <<Description>>
+
: If set to true the weapon cannot be thrown.
 
'''bool bModeZeroCanDryFire
 
'''bool bModeZeroCanDryFire
: <<Description>>
+
: If set to true, pulling the trigger when the weapon is empty will cause an auto-reload.
 
'''bool bNoHit'''
 
'''bool bNoHit'''
 
: <<Description>>
 
: <<Description>>
 
'''bool bPendingFlashlight'''
 
'''bool bPendingFlashlight'''
: <<Description>>
+
: Set to true when the player has pressed the flashlight key but the associated weapon has not yet been brought up.
 
'''bool bPreviouslyDropped'''
 
'''bool bPreviouslyDropped'''
: <<Description>>
+
: Set to true if a player had previously dropped this weapon.
 
'''bool bReduceMagAmmoOnSecondaryFire'''
 
'''bool bReduceMagAmmoOnSecondaryFire'''
: <<Description>>
+
: Setting to true will prevent primary ammo from being consumed when using secondary fire ([[M4 203]]).
 
'''bool bReloadEffectDone'''
 
'''bool bReloadEffectDone'''
: <<Description>>
+
: Set to false when starting a reload, and true when complete.
 
'''bool bShowPullOutHint'''
 
'''bool bShowPullOutHint'''
: <<Description>>
+
: Used exclusively for the [[knife]] to check if a relevant hint should be shown.
 
'''bool bSpeedMeUp'''
 
'''bool bSpeedMeUp'''
: <<Description>>
+
: If set to true, holding this weapon can increase the player's speed.
 
'''bool bSteadyAim'''
 
'''bool bSteadyAim'''
: <<Description>>
+
: If set to true, this weapon's accuracy is not affected by movement.
 
'''bool bUseCombos'''
 
'''bool bUseCombos'''
 
: <<Description>>
 
: <<Description>>

Revision as of 18:38, 27 November 2012

Killing Floor class KFWeapon (source)
Object >> Actor >> Inventory >> Weapon >> BaseKFWeapon >> KFWeapon


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

Set to true if the weapon consumes some form of ammunition (false for syringe and welder).

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>>