Overview | Package | Class | Source | Class tree | Glossary | Deus Ex UnrealScript Documentation |
previous class next class | frames no frames |
Core.Object | +-- Engine.Actor | +-- Engine.Inventory | +-- Engine.Pickup | +-- DeusEx.DeusExPickup | +-- DeusEx.WeaponMod | +-- DeusEx.WeaponModAccuracy
Variables Summary |
---|
Inherited Variables from DeusEx.WeaponMod |
---|
DragToUpgrade, WeaponModifier |
Inherited Variables from DeusEx.DeusExPickup |
---|
bBreakable, CountLabel, fragType, maxCopies, msgTooMany |
Functions Summary | ||
---|---|---|
![]() | ApplyMod (DeusExWeapon weapon)) | |
![]() | bool | CanUpgradeWeapon (DeusExWeapon weapon)) |
Inherited Functions from DeusEx.WeaponMod |
---|
ApplyMod, CanUpgradeWeapon, DestroyMod, PostBeginPlay, UpdateInfo |
Inherited Functions from DeusEx.DeusExPickup |
---|
BaseChange, BreakItSmashIt, HandlePickupQuery, Landed, PlayLandingSound, UpdateBeltText, UpdateInfo, UseOnce |
Functions Detail |
---|
Defaultproperties |
---|
defaultproperties { WeaponModifier=0.100000 ItemName="Weapon Modification (Accuracy)" Icon=Texture'DeusExUI.Icons.BeltIconWeaponModAccuracy' largeIcon=Texture'DeusExUI.Icons.LargeIconWeaponModAccuracy' Description="When clamped to the frame of most projectile weapons, a harmonic balancer will dampen the vertical motion produced by firing a projectile, resulting in increased accuracy.|n|n<UNATCO OPS FILE NOTE SC108-BLUE> Almost any weapon that has a significant amount of vibration can be modified with a balancer; I've even seen it work with the mini-crossbow and a prototype plasma gun. -- Sam Carter <END NOTE>" beltDescription="MOD ACCRY" Skin=Texture'DeusExItems.Skins.WeaponModTex2' } |
Overview | Package | Class | Source | Class tree | Glossary | Deus Ex UnrealScript Documentation |
previous class next class | frames no frames |