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- serverCounter-Strike 2differsDeadlock
Fields
NameTypeOffset
MPropertyDescription: "The name of the weapon entity to spawn for this NPC weapon."
MPropertyDescription: "Model used on the ground or held by an entity"
MPropertyProvidesEditContextString: "ToolEditContext_ID_VMDL"
MPropertyStartGroup: "Visuals"
MPropertyDescription: "Model used on the ground or held by an entity"
MPropertyProvidesEditContextString: "ToolEditContext_ID_VMDL"
MPropertyDescription: "Model used by the tools only to populate comboboxes for things like animgraph parameter pickers"
bool = true
MPropertyDescription: "Was the weapon was built right-handed?"
bool = true
MPropertyDescription: "Allows flipping the model, regardless of whether it is built left or right handed"
CAttachmentNameSymbolWithStorage = "muzzle"
MPropertyDescription: "Attachment to fire bullets from"
MPropertyDescription: "Effect when firing this weapon"
MPropertyDescription: "Effect Config for Muzzle Flash - if set, will use this config specified in the particle effect, using whatever CP configuration is specified there, vdata muzzleflash attachment will be ignored"
MPropertyAttributeEditor: "ParticleConfigName()"
MPropertyEditContextOverrideKey: "ToolEditContext_ID_VPCF"
MPropertyDescription: "Barrel smoke after firing this weapon"
uint8 = 4
MPropertyDescription: "Barrel smoke shot threshold to create smoke"
float32 = 1
MPropertyDescription: "Barrel smoke decrement rate when not firing"
bool
MPropertyDescription: "Should both primary and secondary attacks be cooled down together (so cooling down primary attack would cooldown both primary + secondary attacks)?"
MPropertyStartGroup: "Behavior"
int32
MPropertyDescription: "This value used to determine this weapon's importance in autoselection"
bool = true
MPropertyDescription: "Whether this weapon is safe to automatically switch to (should be false for eg. explosives that can the player may accidentally hurt themselves with)"
MPropertyFriendlyName: "Safe To Auto-Switch To"
MPropertyAttributeEditor: "VDataChoice( scripts/ammo.vdata )"
MPropertyCustomFGDType: "string"
MPropertyStartGroup: "Ammo"
MPropertyAttributeEditor: "VDataChoice( scripts/ammo.vdata )"
MPropertyCustomFGDType: "string"
int32
MPropertyDescription: "How many bullets this gun can fire before it reloads (0 if no clip)"
MPropertyFriendlyName: "Primary Clip Size"
MPropertyAttributeRange: "0 255"
int32
MPropertyDescription: "How many secondary bullets this gun can fire before it reloads (0 if no clip)"
MPropertyFriendlyName: "Secondary Clip Size"
MPropertyAttributeRange: "0 255"
int32 = -1
MPropertyDescription: "Primary Initial Clip (-1 means use clip size)"
MPropertyAttributeRange: "-1 255"
int32 = -1
MPropertyDescription: "Secondary Initial Clip (-1 means use clip size)"
MPropertyAttributeRange: "-1 255"
bool
MPropertyDescription: "Indicates whether to treat reserve ammo as clips (reloads) instead of raw bullets"
bool
MPropertyDescription: "Regardless of ammo position, we'll always use clip1 as where our bullets come from"
bool
MPropertyDescription: "Indicates whether to keep any loaded ammo in the weapon on reload"
int32
MPropertyDescription: "Which 'column' to display this weapon in the HUD"
MPropertyFriendlyName: "HUD Bucket"
int32
MPropertyDescription: "Which 'row' to display this weapon in the HUD"
MPropertyFriendlyName: "HUD Bucket Position"