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# Gameplay.Equippable

Extends
  Equipment
Modifiers
  native

    Core.Object
    |
    +-- Engine.Actor
       |
       +-- Gameplay.Equipment
          |
          +-- Gameplay.Equippable

#### Direct Known Subclasses:

> Deployable, Weapon

Constants Summary

Inherited Contants from Engine.Actor
MAXSTEPHEIGHT, MINFLOORZ

Variables Summary
bool | attemptedAttach
bool | bIsFirstPerson
bool | bMeshChangeOK
bool | bPlayedCharacterEquipAnim
byte | demoFireCount
float | equipDurationCounter
Vector | equippablePos
bool | equipped
byte | fireCount
Name | fireState
float | firstPersonInterpCurrent
float | firstPersonInterpStep
float | firstPersonInterpTarget
byte | localDemoFireCount
byte | localFireCount
Name | releaseFireState
IFiringMotor | rookMotor
Rook | rookOwner
float | startEquippingTime
Equippable
class<EquippableAnimator> | animClass
string | animPrefix
bool | automaticallyHold
bool | bFirstPersonUseTrace
float | equipDuration
string | equippedArmAnim
Mesh | firstPersonAltMesh
Vector | firstPersonAltOffset
Vector | firstPersonAltTraceExtent
float | firstPersonAltTraceLength
float | firstPersonBobMultiplier
Mesh | firstPersonMesh
Vector | firstPersonOffset
Vector | firstPersonTraceExtent
float | firstPersonTraceLength
Mesh | thirdPersonAltMesh
StaticMesh | thirdPersonAltStaticMesh
Name | thirdPersonAttachmentBone
Vector | thirdPersonAttachmentOffset
Mesh | thirdPersonMesh
StaticMesh | thirdPersonStaticMesh
float | unequipDuration

Inherited Variables from Gameplay.Equipment
attentionFXDuration, attentionFXMaterial, attentionFXSpacing, attentionLeft, awaitingPickupPhysics, bCanDrop, bCanPickup, bDropped, bHeld, bPlayPickupSound, droppedElasticity, dropVelocity, heldStartState, hudIcon, hudIconCoords, hudRefireIcon, hudRefireIconCoords, infoString, inventoryIcon, localizedName, next, nextAttentionTime, pickupProxy, pickupRadius, prev, prompt, sensorUpdateFlag, spawnPoint

Inherited Variables from Engine.Actor
Acceleration, ActorRenderData, AmbientGlow, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bAcceptsShadowProjectors, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAutoAlignToTerrain, bBlockActors, bBlockHavok, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockZeroExtentTraces, bBounce, bCanBeDamaged, bCanTeleport, bCastsVolumetricShadows, bClientAnim, bClientDemoNetFunc, bClientDemoRecording, bClientHavokPhysics, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDirectional, bDisableBspVolumetrics, bDisableEditorCopying, bDisableHavokCollisionWhenAttached, bDisableShadowOptimisation, bDisableSorting, bDisableTick, bDisableTouch, bDisturbFluidSurface, bDoNotApproximateBumpmap, bDynamicLight, bEdShouldSnap, bEdSnap, bEnableHavokBackstep, bFixedRotationDir, bGameRelevant, bGetOverlayMaterialFromBase, bGetSkinFromBase, bHardAttach, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bImportantActor, bInterpolating, bIsMirror, bIsVehicle, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNavigationRelevant, bNeedLifetimeEffectEvents, bNeedPostRenderCallback, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNetworkRelevancyVisible, bNoDelete, bNoRepMesh, bObsolete, bOnlyAffectCurrentZone, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOverruleNavigationRelevant, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjectile, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateLabel, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bSendDestructionNotification, bShadowCast, bShouldBaseAtStartup, bShowOctreeNodes, bSkipActorPropertyReplication, bSkipEncroachment, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTimerLoop, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bTriggerEffectEventsBeforeGameStarts, BumpmapLODScale, bUnifiedPositionChanged, bUnifiedVelocityChanged, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bUseRootMotionBound, bVolumetricShadowCast, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, exclusiveToGameInfo, forceAccumulator, ForcedVisibilityZoneTag, ForceRadius, ForceScale, ForceType, gameInfoExclusions, gameInfoInclusions, GravityScale, Group, HardRelMatrix, havokAngularVelocity, HavokData, havokDataClass, havokGameTickForce, havokGameTickForcePosition, havokSkeletalRotationSpeed, InitialState, Instigator, JoinedTag, Label, LastRenderTime, LastTick, LatentAnimChannelCount, LatentFloat, LatentStackLocations, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, maxDifficulty, MaxLights, maxNumPlayers, MaxTraceDistance, Mesh, MeshInstance, MessageClass, minDifficulty, minNumPlayers, movementObject, MovementObjectClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, Owner, OwnerGroups, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SpeechTag, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, Tag, Texture, TimerCounter, TimerRate, torqueAccumulator, Touching, TriggeredBy, unifiedPosition, unifiedVelocity, UsesSubVisibility, Velocity, XLevel

Enumerations Summary

Inherited Enumerations from Engine.Actor
EDetailMode, EDoubleClickDir, EDrawType, EFilterState, EForceType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ETravelType, SocketCoordinates

Structures Summary

Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, HavokRigidBodyState, KRBVec, KRigidBodyState, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr

Functions Summary
| bool | armsFirstPersonStatus (bool bNewIsFirstPerson))
|  | attachWeaponHack ()))
|  | BeginState ())) Dropped
|  | BeginState ())) Idle
|  | BeginState ())) Unequipping
|  | calculateInterpolation ()))
| bool | canUnequip ()))
|  | checkFireCount ()))
|  | drawDebug (HUD debugHUD)
|  | EndState ())) Idle
|  | equip ()))
| bool | fire (optional bool _fireOnce))
| bool | firstPersonStatus ()))
| Vector | getFirstPersonOffset ()))
| bool | handleFire ()))
| bool | handleFire ())) Idle
| bool | handleReleaseFire ()))
| bool | handleReleaseFire ())) FirePressed
|  | initialiseRookMotor ()))
| bool | keepArms ()))
|  | moveWeapon ()))
|  | onMessage (Message m)) Dropped
|  | onThirdPersonFireCount ()))
|  | pickup (Character newOwner))
|  | playEquipAnim ()))
|  | playIdleAnim ()))
|  | playUnequipAnim ()))
|  | PostBeginPlay ()))
|  | PostNetBeginPlay ()))
|  | PrecacheEquippableRenderData (LevelInfo Level, class<Equippable> EquipClass))
| bool | releaseFire (optional bool bClientOnly))
|  | selectMesh (optional bool bForceChange))
| bool | sendServerRequestFire ()))
| bool | sendServerRequestReleaseFire ()))
|  | setDroppedMesh ()))
|  | setFirstPersonOffset (Vector v))
|  | setMovementReplication (bool replicate))
|  | setupFirstPerson ()))
|  | setupThirdPerson ()))
| bool | shouldHide (bool bIsFirstPerson))
| bool | shouldPlayEquipAnim ()))
|  | Tick (float DeltaTime))
|  | Tick (float Delta)) Dropped
|  | Tick (float Delta)) Equipping
|  | Tick (float DeltaTime)) Held
|  | Tick (float Delta)) Idle
|  | Tick (float Delta)) Unequipping
|  | unEquip ()))
|  | UpdatePrecacheRenderData ()))
| bool | useAlternateMesh ()))

Inherited Functions from Gameplay.Equipment
allowPrompt, Attach, BeginState, canExpire, canPickup, Destroyed, doSwitch, drop, endHeldByCharacter, EndState, equipmentGone, GetOverlayMaterial, gotoHeldState, HitWall, isInNoDropRangeOfInventoryStation, needPrompt, onMessage, onPickup, onTakenFromSpawnPoint, pickup, PickupProxyTouch, PickupProxyUntouch, PostNetReceive, removeDroppedEquipment, requestEquipmentDrop, setDropLocation, setDropVelocity, setMovementReplication, setup, setupDropped, startHeldByCharacter, Tick, Timer, TravelPreAccept

Inherited Functions from Engine.Actor
*, +, -, actorLabel, AddContextForNextEffectEvent, AddDebugMessage, AITrace, AllActors, Allocate, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, AnimStopLooping, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BoneRefresh, BroadcastLocalizedMessage, Bump, CanSplash, checkSocket, ChildActors, classConstruct, clientDispatchMessage, Clock, CollidingActors, ConsoleCommand, Construct, CurrentLIPSincAnim, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, dispatchMessage, DisplayDebug, DrawDebugLine, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, findByLabel, findStaticByLabel, FinishAnim, FinishedInterpolation, FinishInterpolation, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAnimLength, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClosestBone, GetCollisionExtent, GetCurrentMaterial, GetDebugName, GetHumanReadableName, getHurtRadiusParent, GetItemName, GetLIPSincAnimDuration, GetLocalString, GetMapName, GetMaterial, GetMeshName, GetMeshOrigin, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetOverlayMaterial, GetRadarInfoClass, getReceiveDamageRadius, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, getSocket, GetSoundDuration, GetURLMap, GetUrlOption, HasAnim, HasLIPSincAnim, HavokActivate, HavokCollisionGroupChange, HavokGetAngularVelocity, HavokGetCenterOfMass, HavokGetLastTracedBone, HavokGetLinearVelocity, HavokGetPosition, HavokGetState, HavokImpartCOMImpulse, HavokImpartForce, HavokImpartImpulse, HavokImpartLinearForceAll, HavokIsActive, HavokReturnSkeletalActorToAnimationSystem, HavokSetAngularDamping, HavokSetAngularVelocity, HavokSetBlocking, HavokSetCOM, HavokSetGameTickForce, HavokSetLinearDamping, HavokSetLinearVelocity, HavokSetLinearVelocityAll, HavokSetPosition, HavokSetRotation, HavokSlowSetCollisionEnabled, HavokUpdateState, Hide, HitWall, HurtRadius, InterruptSound, IsAnimating, IsInPain, IsInVolume, IsOverlapping, IsPlayingLIPSincAnim, IsTweening, KilledBy, Landed, LinkMesh, LinkSkelAnim, LIPSincAnimEnd, LocalizeMapText, LockRootMotion, LoopAnim, LostChild, makeDormant, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, nearbyControlledPawns, NearSpot, OnGameStarted, OnHidden, OnlyAffectPawns, onMessage, OnOptimizedIn, OnOptimizedOut, OnShown, OptimizeIn, OptimizeOut, PauseSound, PhysicsVolumeChange, PlayAnim, PlayAnimAdditive, PlayerCanSeeMe, PlayFeedbackEffect, PlayLIPSincAnim, PlayLoopedSound, PlayMusic, PlayOwnedSound, PlayScriptedAnim, PlaySound, PlayStream, PlayTeleportEffect, PostBeginPlay, PostLoadGame, PostNetBeginPlay, PostNetReceive, PostTakeDamage, PostTeleport, PostTouch, PreBeginPlay, PrecacheSpeech, PreScriptedTextureRendered, PreTeleport, PreTrigger, processHurtRadiusVictim, ProjectileTouch, RadiusActors, registerClientMessage, registerMessage, RegisterNotifyGameStarted, RenderOverlays, RenderTexture, ReplaceText, Reset, ResumeSound, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTimer, ShallowCopyMaterial, ShouldActorsBlockSplash, ShouldProjectileHit, Show, Spawn, SpecialHandling, StartInterpolation, staticActorLabel, StopAllMusic, StopAnimating, StopFeedbackEffect, StopLIPSincAnim, StopMusic, SuggestFallVelocity, TakeDamage, TestMove, Tick, Timer, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TriggerEffectEvent, TriggerEvent, TweenAnim, UnClock, unifiedAddForce, unifiedAddForceAtPosition, unifiedAddImpulse, unifiedAddImpulseAtPosition, unifiedAddTorque, unifiedAddVelocity, unifiedGetAcceleration, unifiedGetCOMPosition, unifiedGetGravity, unifiedGetMass, unifiedGetNaturalCOMPosition, unifiedGetPosition, unifiedGetVelocity, unifiedSetAcceleration, unifiedSetAngularVelocity, unifiedSetMass, unifiedSetPosition, unifiedSetRotation, unifiedSetVelocity, UnTouch, UnTrigger, UnTriggerEffectEvent, UnTriggerEvent, UpdateAttachmentLocations, UpdatePrecacheRenderData, UpdateURL, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange

States Summary

Dropped Source code
simulated state Dropped

BeginState, onMessage, Tick

Equipping Source code
simulated state Equipping

Tick

FirePressed Source code
simulated state FirePressed

handleReleaseFire

FireReleased Source code
simulated state FireReleased

Held Source code
simulated state Held

Tick

Idle Source code
simulated state Idle

BeginState, EndState, handleFire, Tick

Unequipping Source code
simulated state Unequipping

BeginState, Tick

Variables Detail

#### attemptedAttach Source code

var bool attemptedAttach;

#### bIsFirstPerson Source code

var bool bIsFirstPerson;

#### bMeshChangeOK Source code

var bool bMeshChangeOK;

#### bPlayedCharacterEquipAnim Source code

var bool bPlayedCharacterEquipAnim;

#### demoFireCount Source code

var byte demoFireCount;

#### equipDurationCounter Source code

var float equipDurationCounter;

#### equippablePos Source code

var Vector equippablePos;

#### equipped Source code

var bool equipped;

#### fireCount Source code

var byte fireCount;

#### fireState Source code

var Name fireState;

#### firstPersonInterpCurrent Source code

var float firstPersonInterpCurrent;

#### firstPersonInterpStep Source code

var float firstPersonInterpStep;

#### firstPersonInterpTarget Source code

var float firstPersonInterpTarget;

#### localDemoFireCount Source code

var byte localDemoFireCount;

#### localFireCount Source code

var byte localFireCount;

#### releaseFireState Source code

var Name releaseFireState;

#### rookMotor Source code

var IFiringMotor rookMotor;

#### rookOwner Source code

var Rook rookOwner;

#### startEquippingTime Source code

var float startEquippingTime;

### Equippable

#### animClass Source code

var(Equippable) class<EquippableAnimator> animClass;

#### animPrefix Source code

var(Equippable) string animPrefix;

> Prefix used for arm and weapon animations

#### automaticallyHold Source code

var(Equippable) bool automaticallyHold;

> Force this equippable to enter the Held state as soon as it is spawned.

#### bFirstPersonUseTrace Source code

var(Equippable) bool bFirstPersonUseTrace;

> Whether a trace should be used to pull the gun away from objects in the first person

#### equipDuration Source code

var(Equippable) float equipDuration;

> The amount of time that the equip animation takes to play

#### equippedArmAnim Source code

var(Equippable) string equippedArmAnim;

#### firstPersonAltMesh Source code

var(Equippable) Mesh firstPersonAltMesh;

> The mesh seen in your first-person view if your armor uses an alternate weapon mesh

#### firstPersonAltOffset Source code

var(Equippable) private Vector firstPersonAltOffset;

> The position of the weapon in a first person view if your armor uses an alternate weapon mesh

#### firstPersonAltTraceExtent Source code

var(Equippable) Vector firstPersonAltTraceExtent;

#### firstPersonAltTraceLength Source code

var(Equippable) float firstPersonAltTraceLength;

> Trace used to stop gun hitting wall

#### firstPersonBobMultiplier Source code

var(Equippable) float firstPersonBobMultiplier;

> from 0 to 1

#### firstPersonMesh Source code

var(Equippable) Mesh firstPersonMesh;

> The mesh seen in your first-person view

#### firstPersonOffset Source code

var(Equippable) private Vector firstPersonOffset;

> The position of the weapon in a first person view

#### firstPersonTraceExtent Source code

var(Equippable) Vector firstPersonTraceExtent;

#### firstPersonTraceLength Source code

var(Equippable) float firstPersonTraceLength;

> Trace used to stop gun hitting wall

#### thirdPersonAltMesh Source code

var(Equippable) Mesh thirdPersonAltMesh;

> The mesh seen when others look at your weapon if your armor uses an alternate weapon mesh

#### thirdPersonAltStaticMesh Source code

var(Equippable) StaticMesh thirdPersonAltStaticMesh;

> The mesh seen when others look at your weapon if your armor uses an alternate weapon mesh

#### thirdPersonAttachmentBone Source code

var(Equippable) Name thirdPersonAttachmentBone;

> The bone to attach the deployable to when in third person

#### thirdPersonAttachmentOffset Source code

var(Equippable) Vector thirdPersonAttachmentOffset;

> Offset from attachment point for 3rd person mesh

#### thirdPersonMesh Source code

var(Equippable) Mesh thirdPersonMesh;

> The mesh seen when others look at your weapon

#### thirdPersonStaticMesh Source code

var(Equippable) StaticMesh thirdPersonStaticMesh;

> The mesh seen when others look at your weapon

#### unequipDuration Source code

var(Equippable) float unequipDuration;

> The amount of time that the unequip animation takes to play

Functions Detail

#### armsFirstPersonStatus Source code

simulated function bool armsFirstPersonStatus ( bool bNewIsFirstPerson) )

#### attachWeaponHack Source code

simulated function attachWeaponHack ( ) )

#### BeginState Dropped Source code

simulated function BeginState ( ) )

#### BeginState Idle Source code

simulated function BeginState ( ) )

#### BeginState Unequipping Source code

simulated function BeginState ( ) )

#### calculateInterpolation Source code

simulated function calculateInterpolation ( ) )

#### canUnequip Source code

function bool canUnequip ( ) )

#### checkFireCount Source code

simulated function checkFireCount ( ) )

#### drawDebug Source code

function drawDebug ( HUD debugHUD )

#### EndState Idle Source code

simulated function EndState ( ) )

#### equip Source code

function equip ( ) )

#### fire Source code

simulated event bool fire ( optional bool _fireOnce) )

#### firstPersonStatus Source code

simulated function bool firstPersonStatus ( ) )

#### getFirstPersonOffset Source code

simulated function Vector getFirstPersonOffset ( ) )

#### handleFire Source code

private function bool handleFire ( ) )

#### handleFire Idle Source code

simulated protected function bool handleFire ( ) )

#### handleReleaseFire Source code

protected function bool handleReleaseFire ( ) )

#### handleReleaseFire FirePressed Source code

simulated protected function bool handleReleaseFire ( ) )

#### initialiseRookMotor Source code

simulated function initialiseRookMotor ( ) )

#### keepArms Source code

simulated function bool keepArms ( ) )

#### moveWeapon Source code

simulated function moveWeapon ( ) )

#### onMessage Dropped Source code

simulated function onMessage ( Message m) )

#### onThirdPersonFireCount Source code

simulated function onThirdPersonFireCount ( ) )

#### pickup Source code

function pickup ( Character newOwner) )

#### playEquipAnim Source code

simulated function playEquipAnim ( ) )

#### playIdleAnim Source code

simulated function playIdleAnim ( ) )

#### playUnequipAnim Source code

simulated function playUnequipAnim ( ) )

#### PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

#### PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

#### PrecacheEquippableRenderData Source code

static simulated function PrecacheEquippableRenderData ( LevelInfo Level, class<Equippable> EquipClass) )

#### releaseFire Source code

simulated event bool releaseFire ( optional bool bClientOnly) )

#### selectMesh Source code

simulated function selectMesh ( optional bool bForceChange) )

#### sendServerRequestFire Source code

private function bool sendServerRequestFire ( ) )

#### sendServerRequestReleaseFire Source code

protected function bool sendServerRequestReleaseFire ( ) )

#### setDroppedMesh Source code

simulated function setDroppedMesh ( ) )

#### setFirstPersonOffset Source code

simulated function setFirstPersonOffset ( Vector v) )

#### setMovementReplication Source code

protected function setMovementReplication ( bool replicate) )

#### setupFirstPerson Source code

simulated function setupFirstPerson ( ) )

#### setupThirdPerson Source code

simulated function setupThirdPerson ( ) )

#### shouldHide Source code

simulated function bool shouldHide ( bool bIsFirstPerson) )

#### shouldPlayEquipAnim Source code

simulated function bool shouldPlayEquipAnim ( ) )

#### Tick Source code

simulated function Tick ( float DeltaTime) )

#### Tick Dropped Source code

simulated function Tick ( float Delta) )

#### Tick Equipping Source code

simulated function Tick ( float Delta) )

#### Tick Held Source code

simulated function Tick ( float DeltaTime) )

#### Tick Idle Source code

simulated function Tick ( float Delta) )

#### Tick Unequipping Source code

simulated function Tick ( float Delta) )

#### unEquip Source code

function unEquip ( ) )

#### UpdatePrecacheRenderData Source code

simulated function UpdatePrecacheRenderData ( ) )

#### useAlternateMesh Source code

simulated function bool useAlternateMesh ( ) )

Defaultproperties

    defaultproperties
    {
    	bNoRepMesh = true
    	bReplicateMovement = false

    	bCanDrop = true

    	triggeredBy = "all"

    	DrawType = DT_Mesh

    	firstPersonTraceLength = 100
    	firstPersonTraceExtent = (X=1,Y=10,Z=1)
    	firstPersonAltTraceLength = 100
    	firstPersonAltTraceExtent = (X=1,Y=10,Z=1)
    	firstPersonBobMultiplier = 0.15
    	firstPersonInterpStep = 0.25
    	bFirstPersonUseTrace = true

    	fireState = FirePressed
    	releaseFireState = FireReleased

    	attemptedAttach = false

    	animClass = class'EquippableAnimator'

    	thirdPersonAttachmentBone = "weapon"
    }

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Creation time: st 23.5.2018 00:10:29.645 - Created with UnCodeX