WeaponStateData
Summary
Constructors
WeaponStateData() |
WeaponStateData(guid: Guid) |
Properties
Methods
Method | Returns |
---|---|
Clone() | WeaponStateData |
Static members
Name | Type |
---|---|
WeaponStateData.typeInfo | TypeInformation |
Constructors
WeaponStateData
WeaponStateData()
Creates a new WeaponStateData frostbite instance.
WeaponStateData
WeaponStateData(guid: Guid)
Creates a new WeaponStateData frostbite instance and assigns it the provided Guid.
Parameters
Name | Type | Description |
---|---|---|
guid | Guid | The Guid to assign to the newly created instance. |
Properties
referencedAssetHashes
int[]
boneFakePhysics
mesh1p
SkinnedMeshAsset | nil
meshZoom1p
SkinnedMeshAsset | nil
mesh3p
SkinnedMeshAsset | nil
weapon
zoomMeshTransitionFactor
float
zoomScaleFactor
float
zoomInOutMeshTransitionFactors
float[]
zoomedScopeFilter
ScopeFilterData | nil
nonZoomedScopeFilter
ScopeFilterData | nil
keepAimingTime
float
animationConfiguration
animatedFireType
animatedAimingType
mesh3pTransforms
mesh3pRigidMeshSocketObjectTransforms
hideProjectileAfterFireTime
float
projectileBoneName
string
isOneHanded
bool
playDeployAfterFire
bool
skipFireAnimation
bool
skipDeployAnimation
bool
skipReloadAnimation
bool
alwaysAimHead
bool
Methods
Clone
Clone(): WeaponStateData
Creates a shallow-copy clone of this structure, which is essentially the equivalent of creating a new structure of the same type and assigning the values of this structure to all of its properties. Any properties that contain structure types (eg. Vec3) will be cloned when assigning, while properties that contain instance types (eg. DataContainer) will be referencing the same instance.
Returns
Type | Description |
---|---|
WeaponStateData | The newly created structure. |
Static members
typeInfo
The type information for the WeaponStateData type.