- Deadlock
- client
- CCitadel_Modifier_BaseEventProcVData
- CCitadel_Modifier_BaseBulletPreRollProcVData
- Inherits
- CCitadel_Modifier_BaseEventProcVDataCCitadelModifierVDataCModifierVDataCEntitySubclassVDataBase
- Derived classes
- CCitadel_Modifier_APRoundsVDataCCitadel_Modifier_ChainLightningVDataCCitadel_Modifier_CritShotVDataCCitadel_Modifier_EldritchShotVDataCCitadel_Modifier_EmpowerBulletVDataCCitadel_Modifier_HollowPoint_ProcVDataCCitadel_Modifier_MedicBulletsVDataCCitadel_Modifier_MysticShotVData
- Metadata
- MPropertySuppressBaseClassField: "m_bProcChanceAffectedByEffectiveness"
- Also in
- server
Fields
NameTypeOffset
bool = true
MPropertyDescription: "When true, we roll for a proc once per shot and apply that result to all bullets in the shot. When false, we roll independently for each bullet in the shot."
float32
MPropertyDescription: "When not rolling once for all shots, what's the max number of times we can proc in a single shot? 0 means no limit."
bool
MPropertyDescription: "When true, each bullet can apply its proc to any entities hit. When false, we only apply the first proc to the first entity."
bool
MPropertyDescription: "When true, will only call OnProc if the target hit passes the unit filter."
bool = true
MPropertyDescription: "When false, Proc'd bullets cannot be evaded"
MPropertyGroupName: "Visuals"
MPropertyDescription: "Sound to play on the shooter when a bullet rolls a proc when fired."
MPropertyStartGroup: "Sounds"