Legacy:DeusExWeapon (DX) - Unreal Wiki

# Legacy:DeusExWeapon (DX)

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Actor (DX) >> Inventory (DX) >> Weapon (DX) >> DeusExWeapon

## DeusExWeapon (DX)

### What does it do the original Weapon doesn't?

- First of all, touching it won't get into your inventory, only Frobbing it.
- There will be a [ ] around it, with the weapon name shown.
- There can only be one thing in a belt slot at one time.
- Single Player - they take up spaces in the inventory.
- Multi Player - they are only allowed on the first three beltslots by default.

### Functions for weapons

(note: some of these functions ARE available to the normal Weapon class.)

TestMPBeltSlot(int beltslot)
  simulated bool function allowing you to change which beltslot this weapon is on.
WeaponDamageType()
  name function, returns the damagetype name.
ProcessTraceHit(blablabla)
  a function that allows you to make effects for an instanthit weapon. Has 6 arguments, if someone has time, he can replace blablabla.
...Toggle
  triggered on toggling ... . ... can be either scope or laser.
...On/...Off
  triggered when turning on/off ... . ... can be either scope or laser.
CycleAmmo
  called when pressing the cycle ammotype button (which changes the ammotype to the next in ammonames[3] if you have some of it by default)

### Enums

#### EEnviroEffective

ENVEFF_All
  This weapon can be used in all environments.
ENVEFF_Air
  This weapon can be used on open air only.
ENVEFF_Vacuum
  This weapon can only be used in vacuum.
ENVEFF_Water
  This weapon can only be used underwater.
ENVEFF_AirWater
  This weapon can be used underwater and in open air too.
ENVEFF_AirVacuum
  This weapon can be used in open air and in vacuum too.
ENVEFF_WaterVacuum
  This weapon cannot be used on open air.

#### EEnemyEffective

ENMEFF_All
  This weapon is effective to all enemies.
ENMEFF_Organic
  This weapon is only effective versus living things.
ENMEFF_Robot
  This weapon is only effective against robots.

#### EConcealability

CONC_None
  This weapon cannot be concealed from ScriptedPawns.
CONC_Visual
  I don't know this yet, please replace.
CONC_Metal
  This weapon can only be concealed while near metal things.
CONC_All
  This weapon will always remain concealed from enemy AIs.

#### ELockMode

LOCK_None
  This weapon either cannot lock on or doesn't have a target to lock on.
LOCK_Invalid
  This weapon cannot lock on the target, because it's friendly.
LOCK_Range
  Target valid person cannot be locked on because he's out of range.
LOCK_Acquire
  The weapon is acquiring the target.
LOCK_Locked
  The weapon has locked on the target.

#### EAreaType

AOE_Point
  All damage is concentrated in one point.
AOE_Cone
  All damage is concentrated in one cone (for example, an explosion ring)
AOE_Sphere
  All damage is concentrated in one sphere (for example, a rocket's explosion)

### Properties for DeusExWeapon

(note: all of these properties are declared in DeusExWeapon. Deus Ex uses Unreal Engine 1, any similarity of properties in other engines are not to be discussed here.)

LowAmmoWaterMark
  the number of ammo in clip from the game starts marking it as "low". (int)
GoverningSkill
  the skill that affects this weapon. (class<skill>)
NoiseLevel
  how much noise does this weapon make when fired? (travel, float)
EnemyEffective
  the enemies this weapon is effective against (EEnemyEffective)
EnviroEffective
  the environments this weapon is effective in. (EEnviroEffective)
Concealability
  the weapon's concealability (EConcealability)
bAutomatic
  is this an automatic weapon? (travel, bool)
shotTime
  how long after shooting you can shoot again? (travel, float)
reloadTime
  how long is it to reload this weapon? (travel, float)
hitDamage
  damage done by a single shot/slug (int)
maxRange
  the maximum range this weapon can shoot till (real world units, so you need to divide by 16) (int)
accurateRange
  the range at your weapon is still accurate (same calculation as above) (travel, int)
baseAccuracy
  the base accuracy of the weapon (0.0 is dead on, 1.0 is far off) (travel, float)
bCanHave...
  (singleplayer only) which weaponmods can this weapon have? (see modding a weapon section) (bool)
bHasScope
  does this weapon have a scope? (travel, bool)
ScopeFOV
  field of view while scoping? (int)
bHasLaser
  does this weapon have a laser? (travel, bool)
bHasSilencer
  does this weapon have a silencer? (travel, bool)
bCanTrack
  can one of this weapon's projectiles track an enemy? (bool)
lockTime
  how long does it take to lock on an enemy? (float)
lockedSound
  sound played while the weapon is locked on (Sound)
trackingSound
  sound player while tracking (Sound)
ammoNames[3]
  ammotypes of this weapon (class<Ammo>)
projectileNames[3]
  projectileclasses of this weapon (class<Projectile>)
areaOfEffect
  area of effect of the weapon (EAreaType)
bPenetrating
  shot will penetrate and cause blood (bool)
StunDuration
  how long does this weapon stun for? (float)
bHasMuzzleFlash
  does this weapon flash when fired? (bool)
bHandToHand
  is this a weapon without ammo? (bool)
recoilStrength
  how strong does this weapon recoil? (travel, float)

### Modding a weapon

There are certain WeaponMod pickups extending DeusExPickup. They aren't weapons after all, rather, they are used to power-up weapons in singleplayer (in multiplayer, it's useless as there is no inventory screen).

#### Weapon mods

WeaponModAccuracy
  Increases the BaseAccuracy of the weapon
WeaponModClip
  Increases clip size of the weapon
WeaponModLaser
  Attaches Laser Sight to the weapon
WeaponModRange
  Increases weapon's accurateRange
WeaponModRecoil
  Reduces weapon recoil
WeaponModReload
  Reduces reloadTime of your weapon
WeaponModScope
  Attaches a Scope to the weapon
WeaponModSilencer
  Attaches a Silencer to the weapon

#### Weapons using mods

Of course, some of the weapons cannot take some mods. Like, imagine a rocket launcher with a silencer... Impossible, ain't it?

These are set by the properties "bCanHave..."

- ... should be replaced by one of the following things. What it allows is obvious.
  - ModBaseAccuracy
  - ModAccurateRange
  - ModRecoilStrength
  - ModReloadTime (reload)
  - ModReloadCount (clip)
  - Scope
  - Laser
  - Silencer

### The End

That would be our beloved DeusExWeapon. Hope this page will help the future modders of the game's small community.

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