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DeusEx.WeaponModRange

Extends
WeaponMod

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Inventory
      |   
      +-- Engine.Pickup
         |   
         +-- DeusEx.DeusExPickup
            |   
            +-- DeusEx.WeaponMod
               |   
               +-- DeusEx.WeaponModRange

Variables Summary
Inherited Variables from DeusEx.WeaponMod
DragToUpgrade, WeaponModifier
Inherited Variables from DeusEx.DeusExPickup
bBreakable, CountLabel, fragType, maxCopies, msgTooMany

Functions Summary
function ApplyMod (DeusExWeapon weapon))
functionbool 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

ApplyMod Source code

function ApplyMod ( DeusExWeapon weapon) )

CanUpgradeWeapon Source code

simulated function bool CanUpgradeWeapon ( DeusExWeapon weapon) )


Defaultproperties

defaultproperties
{
     WeaponModifier=0.100000
     ItemName="Weapon Modification (Range)"
     Icon=Texture'DeusExUI.Icons.BeltIconWeaponModRange'
     largeIcon=Texture'DeusExUI.Icons.LargeIconWeaponModRange'
     Description="By lubricating the firing path with synthetic synovial fluid, the drag on fired projectiles is greatly reduced with a consequent increase in range.|n|n<UNATCO OPS FILE NOTE SC111-BLUE> Coating the primary valve system of a flamethrower or plasma gun in synovial lubricant and then over-pressuring the delivery system will also result in an increase in range. Little trick I learned during field testing. -- Sam Carter <END NOTE>"
     beltDescription="MOD RANGE"
     Skin=Texture'DeusExItems.Skins.WeaponModTex1'
}

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Creation time: Mon 8/11/2021 16:31:19.552 - Created with UnCodeX