Nuclide
Software Development Kit for id Technology (BETA)
weaponInfo_t Struct Reference

Public Member Functions

string Type (string weaponDef)
 
int StartAmmo (string weaponDef)
 
int MaxAmmo (string weaponDef)
 
float IsSemiAuto (string weaponDef)
 
string InventoryType (string weaponDef)
 
float FireTime (string weaponDef)
 
int ClipSize (string weaponDef)
 
string Class (string weaponDef)
 
float IsClipOnly (string weaponDef)
 
float IsDetonationTimed (string weaponDef)
 

Member Function Documentation

◆ Class()

string weaponInfo_t::Class ( string  weaponDef)
Returns
The 'class' of weapon. Not spawnclass.
Parameters
weaponDefthe 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
weaponDefthe 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
weaponDefthe 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
weaponDefthe 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
weaponDefthe 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
weaponDefthe name of the entityDef that defines the weapon.

◆ IsSemiAuto()

float weaponInfo_t::IsSemiAuto ( string  weaponDef)
Returns
Whether the weapon is semi automatic.
Parameters
weaponDefthe 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
weaponDefthe 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
weaponDefthe name of the entityDef that defines the weapon.

◆ Type()

string weaponInfo_t::Type ( string  weaponDef)
Returns
the "attack" type of the weapon.
Parameters
weaponDefthe 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: