◆ Class()
string weaponInfo_t::Class |
( |
string |
weaponDef | ) |
|
- Returns
- The 'class' of weapon. Not spawnclass.
- Parameters
-
weaponDef | the name of the entityDef that defines the weapon. |
◆ ClipSize()
int weaponInfo_t::ClipSize |
( |
string |
weaponDef | ) |
|
- Returns
- The delay (in seconds) betwen shots of the specified weapon.
- Parameters
-
weaponDef | the name of the entityDef that defines the weapon. |
◆ FireTime()
float weaponInfo_t::FireTime |
( |
string |
weaponDef | ) |
|
- Returns
- The delay (in seconds) betwen shots of the specified weapon.
- Parameters
-
weaponDef | the name of the entityDef that defines the weapon. |
◆ InventoryType()
string weaponInfo_t::InventoryType |
( |
string |
weaponDef | ) |
|
- Returns
- How this weapon is stored. Usually "item", unless it's temporary.
- Parameters
-
weaponDef | the name of the entityDef that defines the weapon. |
◆ IsClipOnly()
float weaponInfo_t::IsClipOnly |
( |
string |
weaponDef | ) |
|
- Returns
- true/false whether the weapon takes its ammo only through its clip.
- Parameters
-
weaponDef | the name of the entityDef that defines the weapon. |
◆ IsDetonationTimed()
float weaponInfo_t::IsDetonationTimed |
( |
string |
weaponDef | ) |
|
- Returns
- true/false whether or not the weapon creates a timed, fused detonating charge of sorts.
- Parameters
-
weaponDef | the name of the entityDef that defines the weapon. |
◆ IsSemiAuto()
float weaponInfo_t::IsSemiAuto |
( |
string |
weaponDef | ) |
|
- Returns
- Whether the weapon is semi automatic.
- Parameters
-
weaponDef | the name of the entityDef that defines the weapon. |
◆ MaxAmmo()
int weaponInfo_t::MaxAmmo |
( |
string |
weaponDef | ) |
|
- Returns
- The amount of ammo the weapon can hold in total when it comes to reserve ammo. So this is really returning the max ammo of a given ammo type.
- Parameters
-
weaponDef | the name of the entityDef that defines the weapon. |
◆ StartAmmo()
int weaponInfo_t::StartAmmo |
( |
string |
weaponDef | ) |
|
- Returns
- The amount of ammo the specified weapon is meant to start with, when first given to the player. This can be distributed to both clip and reserve ammo types.
- Parameters
-
weaponDef | the name of the entityDef that defines the weapon. |
◆ Type()
string weaponInfo_t::Type |
( |
string |
weaponDef | ) |
|
- Returns
- the "attack" type of the weapon.
- Parameters
-
weaponDef | the name of the entityDef that defines the weapon. |
- Returns
- Attack type of the weapon.
The documentation for this struct was generated from the following file: