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Superfighters Deluxe
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Access to certain information about the weapon item (primary, rifle ranged item) More...
Public Member Functions | |
RifleWeaponItem (WeaponItem weaponItem, int currentAmmo, int spareMags, int magSize) | |
RifleWeaponItem (WeaponItem weaponItem, int currentAmmo, int spareMags, int magSize, int maxCarriedSpareMags, int weaponMagCapacity, int maxTotalAmmo, ProjectileItem projectileItem, int powerupBouncingRounds, int powerupFireRounds, bool lazerEquipped=false) | |
Public Attributes | |
int | CurrentAmmo |
Returns the current ammo left before reload is required. More... | |
bool | LazerEquipped |
Returns if the lazer powerup is equipped to this weapon. More... | |
int | MagSize |
Returns the ammo contained in each spare mag. More... | |
int | MaxCarriedSpareMags |
Returns max possible carried spare mags for this weapon. More... | |
int | MaxTotalAmmo |
Returns max possible total ammo for this weapon. More... | |
int | PowerupBouncingRounds |
Returns current powerup bouncing rounds. More... | |
int | PowerupFireRounds |
Returns current powerup fire rounds. More... | |
ProjectileItem | ProjectileItem |
Returns the projectile item for this weapon. More... | |
int | SpareMags |
Returns number of spare mags left. More... | |
int | TotalAmmo |
Returns the total ammo left (CurrentAmmo + SpareMags * MagSize) More... | |
WeaponItem | WeaponItem |
Returns the WeaponItem. More... | |
WeaponItemType | WeaponItemType |
Returns the type of weapon. More... | |
int | WeaponMagCapacity |
Returns the capacity of mags the weapon can contain. A special property for shotguns only as a shotgun pellet counts as a "mag" and this property determines how many shells a shotgun can contain. More... | |
Access to certain information about the weapon item (primary, rifle ranged item)
RifleWeaponItem | ( | WeaponItem | weaponItem, |
int | currentAmmo, | ||
int | spareMags, | ||
int | magSize | ||
) |
weaponItem | |
currentAmmo | |
spareMags | |
magSize |
RifleWeaponItem | ( | WeaponItem | weaponItem, |
int | currentAmmo, | ||
int | spareMags, | ||
int | magSize, | ||
int | maxCarriedSpareMags, | ||
int | weaponMagCapacity, | ||
int | maxTotalAmmo, | ||
ProjectileItem | projectileItem, | ||
int | powerupBouncingRounds, | ||
int | powerupFireRounds, | ||
bool | lazerEquipped = false |
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) |
weaponItem | |
currentAmmo | |
spareMags | |
magSize | |
maxCarriedSpareMags | |
maxTotalAmmo | |
powerupBouncingRounds | |
powerupFireRounds |
int CurrentAmmo |
Returns the current ammo left before reload is required.
bool LazerEquipped |
Returns if the lazer powerup is equipped to this weapon.
int MagSize |
Returns the ammo contained in each spare mag.
int MaxCarriedSpareMags |
Returns max possible carried spare mags for this weapon.
int MaxTotalAmmo |
Returns max possible total ammo for this weapon.
int PowerupBouncingRounds |
Returns current powerup bouncing rounds.
int PowerupFireRounds |
Returns current powerup fire rounds.
Returns the projectile item for this weapon.
int SpareMags |
Returns number of spare mags left.
int TotalAmmo |
Returns the total ammo left (CurrentAmmo + SpareMags * MagSize)
Returns the WeaponItem.
Returns the type of weapon.
int WeaponMagCapacity |
Returns the capacity of mags the weapon can contain. A special property for shotguns only as a shotgun pellet counts as a "mag" and this property determines how many shells a shotgun can contain.