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Weapon

Class in Engine · Engine.Weapon · native, abstract, config

Object › Actor › Inventory › Weapon

Using it from Lua
h7.find_all("Weapon")            -- live instances
h7.find_class("Engine.Weapon")   -- the class
h7.hook("Engine.Weapon.Activate", fn)

Enums

EWeaponFireType

EWFT_InstantHit = 0, EWFT_Projectile = 1, EWFT_Custom = 2, EWFT_None = 3

Properties

NameTypeNotes
AIControllerAIControllerprotectedwrite
AIRatingfloat
bCanThrowbool
bInstantHitbool
bMeleeWeaponbool
bWasDoNotActivatebool
bWasOptionalSetbool
bWeaponPutDownbool
CachedMaxRangefloat
CurrentFireModebyte
DefaultAnimSpeedfloat
EquipTimefloat
FireIntervalarrayno declaration: type is approximate
FireOffsetvector
FiringStatesArrayarrayno declaration: type is approximate
InstantHitDamagearrayno declaration: type is approximate
InstantHitDamageTypesarrayno declaration: type is approximate
InstantHitMomentumarrayno declaration: type is approximate
MeshMeshComponent
Priorityfloatconfig
PutDownTimefloat
ShouldFireOnReleasearray
Spreadarrayno declaration: type is approximate
WeaponFireTypesarrayno declaration: type is approximate
WeaponProjectilesarrayno declaration: type is approximate
WeaponRangefloat

Functions

NameDeclaration
Activatesimulated function Activate()
AddAmmofunction int AddAmmo(int Amount)
AddSpreadsimulated function rotator AddSpread(rotator BaseAim)
AttachWeaponTosimulated function AttachWeaponTo(SkeletalMeshComponent MeshCpnt, optional Name SocketName)
BeginFiresimulated function BeginFire(Byte FireModeNum)
CacheAIControllersimulated function CacheAIController()
CalcWeaponFiresimulated function ImpactInfo CalcWeaponFire(vector StartTrace, vector EndTrace, optional out array<ImpactInfo> ImpactList, optional vector Extent)
CanAttackfunction bool CanAttack(Actor Other)
CanThrowsimulated function bool CanThrow()
ClearFlashCountsimulated function ClearFlashCount()
ClearFlashLocationfunction ClearFlashLocation()
ClearPendingFirefinal simulated function ClearPendingFire(int FireMode)
ClientGivenToreliable client function ClientGivenTo(Pawn NewOwner, bool bDoNotActivate)
ClientWeaponSetreliable client function ClientWeaponSet(bool bOptionalSet, optional bool bDoNotActivate)
ClientWeaponThrownreliable client function ClientWeaponThrown()
ConsumeAmmofunction ConsumeAmmo(byte FireModeNum)
CustomFiresimulated function CustomFire()
DenyClientWeaponSetsimulated function bool DenyClientWeaponSet()
DenyPickupQueryfunction bool DenyPickupQuery(class<Inventory> ItemClass, Actor Pickup)
Destroyedsimulated event Destroyed()
DetachWeaponsimulated function DetachWeapon()
DisplayDebugsimulated function DisplayDebug(HUD HUD, out float out_YL, out float out_YPos)
DoOverrideNextWeaponsimulated function bool DoOverrideNextWeapon()
DoOverridePrevWeaponsimulated function bool DoOverridePrevWeapon()
DropFromfunction DropFrom(vector StartLocation, vector StartVelocity)
EndFiresimulated function EndFire(byte FireModeNum)
FireAmmunitionsimulated function FireAmmunition()
FireModeUpdatedsimulated function FireModeUpdated(byte FiringMode, bool bViaReplication)
FireOnReleasefunction bool FireOnRelease()
ForceEndFiresimulated function ForceEndFire()
GetAdjustedAimsimulated function Rotator GetAdjustedAim(vector StartFireLoc)
GetAIRatingfunction float GetAIRating()
GetFireIntervalsimulated function float GetFireInterval(byte FireModeNum)
GetMuzzleLocsimulated event vector GetMuzzleLoc()
GetPendingFireLengthfinal simulated function INT GetPendingFireLength()
GetPhysicalFireStartLocnative simulated event vector GetPhysicalFireStartLoc(optional vector AimDir)
GetProjectileClassfunction class<Projectile> GetProjectileClass()
GetTargetDistancesimulated function float GetTargetDistance()
GetTraceOwnersimulated function Actor GetTraceOwner()
GetTraceRangesimulated event float GetTraceRange()
GetWeaponAnimNodeSeqsimulated function AnimNodeSequence GetWeaponAnimNodeSeq()
GetWeaponDebugsimulated function GetWeaponDebug()
GetWeaponRatingsimulated function float GetWeaponRating()
HandleFinishedFiringsimulated function HandleFinishedFiring()
HasAmmosimulated function bool HasAmmo(byte FireModeNum, optional int Amount)
HasAnyAmmosimulated function bool HasAnyAmmo()
HolderDiedfunction HolderDied()
IncrementFlashCountsimulated function IncrementFlashCount()
InstantFiresimulated function InstantFire()
IsFiringsimulated event bool IsFiring()
ItemRemovedFromInvManagerfunction ItemRemovedFromInvManager()
MaxRangesimulated function float MaxRange()
NotifyWeaponFinishedFiringfunction NotifyWeaponFinishedFiring(byte FireMode)
NotifyWeaponFiredfunction NotifyWeaponFired(byte FireMode)
PassThroughDamagestatic simulated function bool PassThroughDamage(Actor HitActor)
PendingFirefinal simulated function bool PendingFire(int FireMode)
PlayFireEffectssimulated function PlayFireEffects(byte FireModeNum, optional vector HitLocation)
PlayWeaponAnimationsimulated function PlayWeaponAnimation(Name Sequence, float fDesiredDuration, optional bool bLoop, optional SkeletalMeshComponent SkelMesh)
ProcessInstantHitsimulated function ProcessInstantHit(byte FiringMode, ImpactInfo Impact, optional int NumHits)
ProjectileFiresimulated function Projectile ProjectileFire()
PutDownWeaponsimulated function PutDownWeapon()
RefireCheckTimersimulated function RefireCheckTimer()
SendToFiringStatesimulated function SendToFiringState(byte FireModeNum)
ServerStartFirereliable server function ServerStartFire(byte FireModeNum)
ServerStopFirereliable server function ServerStopFire(byte FireModeNum)
SetCurrentFireModesimulated function SetCurrentFireMode(byte FiringModeNum)
SetFlashLocationfunction SetFlashLocation(vector HitLocation)
SetPendingFirefinal simulated function SetPendingFire(int FireMode)
ShouldRefiresimulated function bool ShouldRefire()
StartFiresimulated function StartFire(byte FireModeNum)
StillFiringsimulated function bool StillFiring(byte FireMode)
StopFiresimulated function StopFire(byte FireModeNum)
StopFireEffectssimulated function StopFireEffects(byte FireModeNum)
StopWeaponAnimationsimulated function StopWeaponAnimation()
TimeWeaponEquippingsimulated function TimeWeaponEquipping()
TimeWeaponFiringsimulated function TimeWeaponFiring(byte FireModeNum)
TimeWeaponPutDownsimulated function TimeWeaponPutDown()
TryPutDownsimulated function bool TryPutDown()
WeaponEmptysimulated function WeaponEmpty()
WeaponIsDownsimulated function WeaponIsDown()

States

State code replaces the class's functions while the object is in that state. Hook a state's version as Engine.Weapon.<State>.<Function>.

StateFunctions
ActiveActivate, BeginFire, BeginState, ReadyToFire, TryPutDown
InactiveBeginState, ServerStartFire, ServerStopFire, StartFire, TryPutDown
PendingClientWeaponSetBeginState, EndState, PendingWeaponSetTimer
WeaponEquippingActivate, BeginState, EndState, WeaponEquipped
WeaponFiringBeginState, EndState, IsFiring, RefireCheckTimer
WeaponPuttingDownBeginState, ClientWeaponThrown, EndState, TryPutDown, WeaponIsDown

Default values

TickGroup=TG_PreAsyncWork
bOnlyRelevantToOwner=true
DroppedPickupClass=class'DroppedPickup'
RespawnTime=+00030.000000
bHidden=true
MessageClass=class'LocalMessage'
bCanThrow=true
bReplicateInstigator=true
bOnlyDirtyReplication=false
RemoteRole=ROLE_SimulatedProxy
AIRating=+0.5
EquipTime=+0.33
PutDownTime=+0.33
WeaponRange=16384
DefaultAnimSpeed=1.0

Inherited

FromMembers
Inventory15 properties, 12 functions
Actor156 properties, 262 functions
Object13 properties, 308 functions