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# Gameplay.TsActionFakeShoot

Extends
  TsAction

    Core.Object
    |
    +-- MojoCore.TsMojoAction
       |
       +-- MojoActions.TsAction
          |
          +-- Gameplay.TsActionFakeShoot

#### Direct Known Subclasses:

> TsSubactionFakeShoot

Variables Summary
TsActionFakeShoot
bool | bHitPlayers
bool | bHitWorld
bool | bManualTargetPoint
Name | OriginBone
int | ShotgunAmount
float | ShotgunSpread
MojoKeyframe | TargetPoint
class<Weapon> | WeaponClass
class<Emitter> | WeaponFlareClass

Inherited Variables from MojoActions.TsAction
bShowSubtitles, DisableInMojo, DName, FastForwardSkip, Help, interpolator, interpTime, ModifiesLocation, Track, UsesDuration

Inherited Variables from MojoCore.TsMojoAction
Actor, m_group, m_length_dirty, m_offset, m_output_key, m_predicted_start_time, m_recorded_length, m_skip_action, m_source_key, m_start_time, m_subaction_list, m_subaction_offset, m_subaction_parent, m_subaction_track

Structures Summary

Inherited Structures from MojoCore.TsMojoAction
MojoActorRef, MojoAnimation, MojoKeyframe, MojoTimedKeyframe

Functions Summary
| bool | CanGenerateOutputKeys ()))
| bool | OnStart ()))
| bool | OnTick (float delta))

Inherited Functions from MojoActions.TsAction
CanFastForwardSkip, CanSetDuration, DisableActionInMojo, Finish, GetHelpString, GetLength, GetNameString, GetSummaryString, GetTrackString, Message, ModifiesActorLocation, OnFinish, OnStart, OnTick, resetInterpolation, ShouldShowSubtitles, Start, Tick, tickInterpolation

Inherited Functions from MojoCore.TsMojoAction
CanAcceptSubactions, CanBeUsedWith, CanFastForwardSkip, CanGenerateOutputKeys, CanSetDuration, DisableActionInMojo, EndCutscene, Finish, GetDuration, GetHelpString, GetNameString, GetSummaryString, GetTrackString, Interrupt, IsSubaction, ModifiesActorLocation, OnDelete, Pause, ResolveActorRef, Resume, SetDuration, Start, Tick

Variables Detail

### TsActionFakeShoot

#### bHitPlayers Source code

var(TsActionFakeShoot) bool bHitPlayers;

> Whether the projectile collides with characters

#### bHitWorld Source code

var(TsActionFakeShoot) bool bHitWorld;

> Whether the projectile collides with the world

#### bManualTargetPoint Source code

var(TsActionFakeShoot) bool bManualTargetPoint;

> Set this to true to specify the target point of the projectile

#### OriginBone Source code

var(TsActionFakeShoot) Name OriginBone;

> The bone at which the projectile starts. If none, it starts at the actor's position

#### ShotgunAmount Source code

var(TsActionFakeShoot) int ShotgunAmount;

> If not 0, then multiple projectiles are created in a shotgun effect

#### ShotgunSpread Source code

var(TsActionFakeShoot) float ShotgunSpread;

> The amount of spread in the shotgun blast

#### TargetPoint Source code

var(TsActionFakeShoot) MojoKeyframe TargetPoint;

> If bManualTargetPoint is true, the projectile will fly towards this location

#### WeaponClass Source code

var(TsActionFakeShoot) class<Weapon> WeaponClass;

> The reference class for the spawned projectile

#### WeaponFlareClass Source code

var(TsActionFakeShoot) class<Emitter> WeaponFlareClass;

> The weapon flare emitter used

Functions Detail

#### CanGenerateOutputKeys Source code

function bool CanGenerateOutputKeys ( ) )

#### OnStart Source code

function bool OnStart ( ) )

#### OnTick Source code

function bool OnTick ( float delta) )

Defaultproperties

    defaultproperties
    {
    	DName			="Fake Weapon Shoot"
    	Track			="Effects"
    	Help			="Spawn a faked projectile from the given bone"
    	FastForwardSkip = true

    	WeaponClass		=class'Spinfusor'
    	OriginBone		="bip01 rhand"
    	bHitWorld		=true
    	bHitPlayers		=false

    	shotgunSpread	=0.4
    }

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Creation time: st 23.5.2018 00:10:37.405 - Created with UnCodeX