(EEnviroEffective) Concealability the weapon's concealability (EConcealability) bAutomatic is this an automatic weapon? (travel, bool) shotTime how long after shooting you can shoot again? (travel, float) reloadTime how long is it to reload this weapon? (travel, float) hitDamage damage done by a single shot/slug (int) maxRange the maximum range this weapon can shoot till (real world units, so you need to divide by 16) (int) accurateRange the range at your weapon is still accurate (same calculation as above) (travel, int) baseAccuracy the base accuracy of the weapon (0.0 is dead on, 1.0 is far off) (travel, float) bCanHave. (class) NoiseLevel how much noise does this weapon make when fired? (travel, float) EnemyEffective the enemies this weapon is effective against (EEnemyEffective) EnviroEffective the environments this weapon is effective in. (int) GoverningSkill the skill that affects this weapon. Deus Ex uses Unreal Engine 1, any similarity of properties in other engines are not to be discussed here.) LowAmmoWaterMark the number of ammo in clip from the game starts marking it as "low". (note: all of these properties are declared in DeusExWeapon. AOE_Cone All damage is concentrated in one cone (for example, an explosion ring) AOE_Sphere All damage is concentrated in one sphere (for example, a rocket's explosion) EAreaType AOE_Point All damage is concentrated in one point.
LOCK_Locked The weapon has locked on the target. LOCK_Acquire The weapon is acquiring the target. LOCK_Range Target valid person cannot be locked on because he's out of range. LOCK_Invalid This weapon cannot lock on the target, because it's friendly. ELockMode LOCK_None This weapon either cannot lock on or doesn't have a target to lock on. CONC_All This weapon will always remain concealed from enemy AIs.
CONC_Metal This weapon can only be concealed while near metal things. CONC_Visual I don't know this yet, please replace. EConcealability CONC_None This weapon cannot be concealed from ScriptedPawns. ENMEFF_Robot This weapon is only effective against robots. ENMEFF_Organic This weapon is only effective versus living things. EEnemyEffective ENMEFF_All This weapon is effective to all enemies. ENVEFF_WaterVacuum This weapon cannot be used on open air. ENVEFF_AirVacuum This weapon can be used in open air and in vacuum too. ENVEFF_AirWater This weapon can be used underwater and in open air too. ENVEFF_Water This weapon can only be used underwater. ENVEFF_Vacuum This weapon can only be used in vacuum. ENVEFF_Air This weapon can be used on open air only. CycleAmmo called when pressing the cycle ammotype button (which changes the ammotype to the next in ammonames if you have some of it by default)Įnums EEnviroEffective ENVEFF_All This weapon can be used in all environments. can be either scope or laser.On/.Off triggered when turning on/off. Has 6 arguments, if someone has time, he can replace blablabla.Toggle triggered on toggling. ProcessTraceHit(blablabla) a function that allows you to make effects for an instanthit weapon. WeaponDamageType() name function, returns the damagetype name. (note: some of these functions ARE available to the normal Weapon class.) TestMPBeltSlot(int beltslot) simulated bool function allowing you to change which beltslot this weapon is on.