URL: https://wiki.studiominus.nl/internalReference/FirearmBehaviour.html
Title: People Playground Modding - FirearmBehaviour
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public class FirearmBehaviour
Inherits CanShoot, Messages.IUse
No description provided
Fields
public Vector2 barrelPosition
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public Vector2 barrelDirection
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public Vector2 casingPosition
[Space]
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public Vector2 casingDirection
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public AudioClip[] ShotSounds
[Space] [SkipSerialisation]
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public AudioClip TriggerSound
[SkipSerialisation]
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public float ShotVolume
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public float FireDelay
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public float InitialInaccuracy
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public List<float> InaccuracyMultipliers
[SkipSerialisation]
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public bool Automatic
[Space]
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public int BulletsPerShot
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public float AutomaticFireInterval
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public GameObject MuzzleFlashEffectOverride
[SkipSerialisation]
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public Cartridge Cartridge
[SkipSerialisation]
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public LayerMask LayersToHit
[Space]
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public bool StartInCollider
[Space] [Obsolete]
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public bool EjectShells
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public bool EjectWad
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public bool UseCustomCasingTexture
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public bool IgnoreUse
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public bool ApplyCharge
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public float ShotHeatMultiplier
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public float CasingSizeMultiplier
[SkipSerialisation]
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public PhysicalBehaviour Phys
[SkipSerialisation]
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public UnityEngine.Events.UnityEvent OnFire
[SkipSerialisation]
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public bool MuzzleShockwave
Should this weapon emit a shockwave when fired?

public DistantSoundBehaviour.SoundType DistantSound
[SkipSerialisation]
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public BallisticsEmitter BallisticsEmitter
[SkipSerialisation]
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Properties
public int ShotIndex
[SkipSerialisation]
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public override Vector2 BarrelPosition
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public Vector2 BarrelDirection
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public Vector2 CasingPosition
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public Vector2 CasingDirection
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Methods
public void ResetIndex()
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void Awake()
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public void ShootContinuous()
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public void Use(ActivationPropagation activation)
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public override void Shoot()
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