Fields
NameTypeOffset
EBulletHandlerType_t = "EBulletHandler_Standard"
MPropertyDescription: "Bullet Handler Type"
float32
MPropertyDescription: "Bullet Damage"
MPropertyStartGroup: "Firing Behavior"
ECitadelDamageType = "CITADEL_DAMAGETYPE_BULLET"
MPropertyDescription: "Damage Type"
int32 = -1
MPropertyDescription: "Max to fire upon SplitShot (-1 = use default)"
float32 = -1
MPropertyDescription: "Override Angle of Split shots left and right most bullets"
bool
MPropertyDescription: "If true, Express Shot will not fire bonus shots from this weapon"
bool
MPropertyDescription: "If true, take full damage when hit by any of the bullets rather than being split across all bullets."
int32 = 1
MPropertyDescription: "How many bullets must hit an orb in order to fully claim it."
float32
MPropertyDescription: "If > 0, this bullet will apply its damage in a radius where it impacts (this is how to make something like a rocket)."
float32 = 0.3
MPropertyDescription: "Damage scale at the extent of the explosion radius."
MPropertyAttributeRange: "0 1"
MPropertySuppressExpr: "m_flExplosionRadius == 0"
bool
MPropertyDescription: "Does the explosion collect gold (i.e soul orbs)?"
MPropertySuppressExpr: "m_flExplosionRadius == 0"
float32 = 0.15
MPropertyDescription: "The time between shots. In burst it's the time between starting a new burst."
float32
MPropertyDescription: "A delay after triggering a shot when the bullets comes out."
float32
MPropertyDescription: "The time between shoots within a burst"
MPropertySuppressExpr: "m_iBurstShotCount == 1"
int32 = 1
MPropertyDescription: "How much ammo to consume to shoot this gun."
float32
MPropertyDescription: "The maximum distance bullets will travel while zoomed. If 0, uses Range."
float32
MPropertyDescription: "The distance where damage falloff begins. Damage scale before this is clamped to 'Damage Falooff Start Scale'."
float32 = 900
MPropertyDescription: "The distance where damage falloff ends. Beyond this range, damage scale is clamped to 'Damage Falloff End Scale'"
float32 = 0.5
MPropertyDescription: "The bias in the damage falloff range"
MPropertyAttributeRange: "0 1"
bool
MPropertyDescription: "If true, this bullet will not pass through portals. It will impact them instead"
bool
MPropertyDescription: "If true and the bullet impacted a teammate, should we play an impact effect?"
float32
MPropertyDescription: "If > 0, bullets will continue through thin surfaces with their damage scaled by this amount"
float32 = 0.1
MPropertyDescription: "How long does it takes to aim down sights. "
float32
MPropertyDescription: "How long a reload takes"
MPropertyFriendlyName: "Reload Duration"
MPropertyStartGroup: "Firing Behavior/+Reload"
bool
MPropertyDescription: "Compute duration from the active weapon info, instead of the stat value. Used when overloading GetWeaponInfo()"
bool
MPropertyDescription: "Reload a single bullet when the reload duration completes rather than the entire clip"
bool
MPropertyDescription: "Allows canceling out of the reload at any time by firing your gun."
float32
MPropertyDescription: "Initial Delay before starting to reload bullets when using single bullet reload."
bool = true
MPropertyDescription: "Are we allowed to crit via headshots and weakpoints"
MPropertyStartGroup: "Firing Behavior/Crits"
float32
MPropertyDescription: "The distance where crit bonus damage begins to change"
MPropertySuppressExpr: "m_bCanCrit == false"
float32
MPropertyDescription: "The distance where crit bonus damage ends its change"
MPropertySuppressExpr: "m_bCanCrit == false"
float32 = 1
MPropertyDescription: "Crit multiplier up to the 'Crit Bonus Start Range'"
MPropertySuppressExpr: "m_bCanCrit == false"
float32 = 1
MPropertyDescription: "Crit multiplier at and beyond 'Crit Bonus End Range'"
MPropertySuppressExpr: "m_bCanCrit == false"
float32 = 0.2
MPropertyDescription: "Bonus on top of the multiplier when critting NPCs"
MPropertySuppressExpr: "m_bCanCrit == false"
CITADEL_UNIT_TARGET_TYPE = "CITADEL_UNIT_TARGET_ALL"
MPropertyDescription: "What units can this crit on?"
MPropertySuppressExpr: "m_bCanCrit == false"
MPropertyDescription: "What units should always receive a crit"
MPropertySuppressExpr: "m_bCanCrit == false"
bool
MPropertyDescription: "Does the cycle time of this weapon change the more you fire it?"
MPropertyStartGroup: "Firing Behavior/Spinup"
float32 = -1
MPropertyDescription: "-1 means use m_flCycleTime"
MPropertySuppressExpr: "m_bSpinsUp == false"
bool
MPropertyDescription: "Does this weapon function as semi-auto, i.e you have to release the key to fire again"
MPropertyStartGroup: "Firing Behavior/SemiAuto"
bool
MPropertyDescription: "If semi auto, does this weapon fire on release?"
bool
MPropertyDescription: "Does the weapon charge up as the button is held and fire on release?"
MPropertyStartGroup: "Firing Behavior/Charge"
int32
MPropertyDescription: "Additional ammo consumed when firing a fully charged shot."
MPropertySuppressExpr: "m_bChargesUp == false"
float32
MPropertyDescription: "Scale of how much of the owner's currenty velocity to apply to the bullet (think Tribes discs)"
bool
MPropertyDescription: "If true, bullet will use this curve to determine its gravity instead of m_flBulletGravityScale"
CPiecewiseCurve = {"m_spline":[],"m_tangents":[],"m_vDomainMaxs":[0,0],"m_vDomainMins":[0,0]}
MPropertySuppressExpr: "m_bUseBulletGravityScaleCurve == false"
float32 = 1
MPropertyDescription: "Curved Bullets - How long (seconds) until fully directed at target"
bool = true
MPropertyDescription: "Do we zoom on right-click?"
MPropertyStartGroup: "Zoom"
float32 = 70
MPropertyDescription: "Absolute FOV when gun is zoomed. [Obsolete]: See m_flZoomFOV_Relative."
MPropertySuppressExpr: "m_bCanZoom == false"
float32 = -5
MPropertyDescription: "FOV Added onto user's base FOV. Should typically be negative."
MPropertySuppressExpr: "m_bCanZoom == false"
float32 = 0.75
MPropertyDescription: "How fast we can walk when zoomed/shooting/reloading"
MPropertyStartGroup: "Movement Speeds"
bool = true
MPropertyDescription: "Does the weapon use our consistent spiral spread pattern? Turn off for true random spread."
MPropertyStartGroup: "Spread"
bool
MPropertyDescription: "Does the first shot ( e.g. at min decay ) ignore spread?"
MPropertyDescription: "Shooting spread penalty when shooting down sights "
float32 = 1
MPropertyDescription: "Scale of multi-bullet (shotgun) spread in Y-axis"
float32
MPropertyDescription: "Spread increase per shot. 0-1, % of max shoot penalty to add per shot."
MPropertyDescription: "How much to normalize shoot spread penalty per shot based on fire rate pct. Y values between 0.0-1.0"
float32 = -1
MPropertyDescription: "Delay after shooting stops to start decaying shooting spread penalty. -1 means use Cycle Time"
float32 = 1
MPropertyDescription: "How much shoot spread penalty to decay per second"
float32 = 3
MPropertyDescription: "Spread penalty decay. This is used for things like mantle and dash."
float32
MPropertyDescription: "NPCS ONLY. Spread penalty when aiming up"
float32
MPropertyDescription: "NPCS ONLY. The amount of time the weapon is idle befoer we fully replenish the clip (0 means don't do it)"
MPropertyDescription: "NPCS ONLY. Aiming spread for npc guns. "
MPropertyDescription: "Shotgun Scatter offsets. Allows you to manually define where pellets from shotguns go. "
float32 = 1
MPropertyDescription: "Shotgun Scatter pellet factor. Spread for shotguns is used to determine per pellet spread. This control the overall spread of the pattern."
float32 = 0.5
MPropertyDescription: "Shotgun Scatter pellet spread factor. Before applying spread to individual pellets, this factor is applied. No pellet spread is applied to the first bullet."
bool
MPropertyDescription: "Shotgun Scatter only. Should spread be applied to the first pellet?"
MPropertyDescription: "Shotgun Pellet Spawn Origin Offsets. Allows you to manually define where pellets can be created."
float32 = 1
MPropertyDescription: "Vertical view punch per shot"
MPropertyStartGroup: "Recoil"
float32 = 1
MPropertyDescription: "Factor for how much faster than cycle time it should take for recoil to reach it's peak. 1 = cycle time, 2 = 1/2 * cycletime, etc."
float32 = 1
MPropertyDescription: "Factor for how much faster than cycle time before we should start recovering from recoil."
float32 = 1
MPropertyDescription: "How fast does recoil recovery down to the original crosshair position."
float32 = 0.25
MPropertyDescription: "What % of cycletime does it take to reduce recoil index by 1."
CResourceNameTyped< CWeakHandle< InfoForResourceTypeIParticleSystemDefinition>> = "particles/weapon_fx/default_tracer.vpcf"
MPropertyDescription: "Effect to actually fire into the world from this weapon. CP3.X = radius, CP3.Y = fire rate, CP3.Z = DPS."
MPropertyStartGroup: "Visuals"
float32 = 0.5
MPropertyDescription: "Seconds after a bullet stops updating before its tracer can be recycled for a new bullet. Should cover how long the tracer effect lingers after it stops emitting."
EAttachmentSourceType = "EAttachmentSource_WeaponMuzzles"
MPropertyDescription: "What attachments to use when shooting this weapon. By default we use the gun muzzles of the model. Change to 'Custom' to allow specifying a custom attachment."
CUtlString = "ability_cast"
MPropertySuppressExpr: "m_eAttachmentSourceType != EAttachmentSource_Custom"
MPropertyDescription: "Bullet impact effect. CP0=position & surface normal, CP1=position & reflect dir, CP2=position & bullet dir, CP3=damage CP4=normal CP5=explosion radius"
MPropertyDescription: "Per surface impact effects. CP0=position & surface normal, CP1=position & reflect dir, CP2=position & bullet dir, CP3=damage CP4=normal CP5=explosion radius"
MPropertyFriendlyName: "Surface Impact Effects"
bool
MPropertyDescription: "Use the ability name of the weapon instead of the generic primary weapon name"
float32 = 50
MPropertyDescription: "Amount of force to apply to breakables and ragdolls"
float32 = 3.4028234663852886e+38
MPropertyDescription: "Max Lag Compensation. Reduces favor-the-shooter is lower than sv_maxunlag"
MPropertyStartGroup: "Networking"