// [4/7/2014 puos] Attack weapon generation public EA_CItemUnit CreateWeaponItem(EA_ItemBaseInfo info, EA_ItemAttackWeaponInfo weaponinfo) { info.m_eItemType = eItemType.eIT_Weapon; EA_CItemUnit pItemUnit = CreateItemUnit(info); if (pItemUnit != null) { pItemUnit.SetAttackWeaponInfo(weaponinfo); } return(pItemUnit); }
public void Copy(EA_ItemAttackWeaponInfo obj) { id = obj.id; weaponType = obj.weaponType; fKillDistance = obj.fKillDistance; fFiringTime = obj.fFiringTime; uProjectileModelType = obj.uProjectileModelType; m_objProjectileClassType = obj.m_objProjectileClassType; fProjectileSpeed = obj.fProjectileSpeed; bAutoMode = obj.bAutoMode; projectileType = obj.projectileType; m_fTargetDistance = obj.m_fTargetDistance; bForceMode = obj.bForceMode; m_TargetActorId = obj.m_TargetActorId; m_strTargetActorBoneName = obj.m_strTargetActorBoneName; projectileRadius = obj.projectileRadius; onExplosionEvent = obj.onExplosionEvent; }
public virtual bool SetAttackWeaponInfo(EA_ItemAttackWeaponInfo attackWeaponInfo) { m_ItemAttackWeapon.Copy(attackWeaponInfo); return(true); }
public void SetWeaponInfo(EA_ItemAttackWeaponInfo _WeaponInfo) { WeaponInfo.Copy(_WeaponInfo); }