REDNODE / GAME API

WeaponFxPackage_Record

classnative name gamedataWeaponFxPackage_RecordnativeimportOnly

extends TweakDBRecord › IScriptable › ISerializable

Methods 297

native func Character_pseudo_piercing() -> array<ResRef>
native func Character_surrounding_decals() -> array<ResRef>
native func GetCharacter_pseudo_piercingCount() -> Int32
native func GetCharacter_pseudo_piercingItem(index: Int32) -> ResRef
native func GetCharacter_surrounding_decalsCount() -> Int32
native func GetCharacter_surrounding_decalsItem(index: Int32) -> ResRef
native func GetVfx_impact_add_namesCount() -> Int32
native func GetVfx_impact_add_namesItem(index: Int32) -> CName
native func NPC_vfx_hitscan_trail() -> ResRef
native func NPC_vfx_hitscan_trail_chemical() -> ResRef
native func NPC_vfx_hitscan_trail_electric() -> ResRef
native func NPC_vfx_hitscan_trail_thermal() -> ResRef
native func Npc_vfx_set() -> wref<WeaponVFXSet_Record>
native func Npc_vfx_setHandle() -> ref<WeaponVFXSet_Record>
native func Player_vfx_set() -> wref<WeaponVFXSet_Record>
native func Player_vfx_setHandle() -> ref<WeaponVFXSet_Record>
native func PreloadWaterEffects() -> Bool
native func Sfx_impact_context() -> CName
native func Vfx_extra_hit() -> ResRef
native func Vfx_ground_throw() -> ResRef
native func Vfx_hitscan_trail() -> ResRef
native func Vfx_hitscan_trail_chemical() -> ResRef
native func Vfx_hitscan_trail_electric() -> ResRef
native func Vfx_hitscan_trail_ricochet() -> ResRef
native func Vfx_hitscan_trail_slowmo() -> ResRef
native func Vfx_hitscan_trail_thermal() -> ResRef
native func Vfx_impact_add() -> ResRef
native func Vfx_impact_add_enable() -> Bool
native func Vfx_impact_add_names() -> array<CName>
native func Vfx_impact_add_names_material() -> CName
native func Vfx_impact_add_namesContains(item: CName) -> Bool
native func Vfx_impact_asphalt() -> wref<MaterialFx_Record>
native func Vfx_impact_asphalt_material() -> CName
native func Vfx_impact_asphaltHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_brick() -> wref<MaterialFx_Record>
native func Vfx_impact_brick_material() -> CName
native func Vfx_impact_brickHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_camouflage() -> wref<MaterialFx_Record>
native func Vfx_impact_camouflage_material() -> CName
native func Vfx_impact_camouflageHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_cardboard() -> wref<MaterialFx_Record>
native func Vfx_impact_cardboard_material() -> CName
native func Vfx_impact_cardboardHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_carpet() -> wref<MaterialFx_Record>
native func Vfx_impact_carpet_material() -> CName
native func Vfx_impact_carpet_techpiercable() -> wref<MaterialFx_Record>
native func Vfx_impact_carpet_techpiercable_material() -> CName
native func Vfx_impact_carpet_techpiercableHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_carpetHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_ceramic() -> wref<MaterialFx_Record>
native func Vfx_impact_ceramic_material() -> CName
native func Vfx_impact_ceramicHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_character_armor() -> wref<MaterialFx_Record>
native func Vfx_impact_character_armor_material() -> CName
native func Vfx_impact_character_armorHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_character_cyberflesh() -> wref<MaterialFx_Record>
native func Vfx_impact_character_cyberflesh_material() -> CName
native func Vfx_impact_character_cyberfleshHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_character_flesh() -> wref<MaterialFx_Record>
native func Vfx_impact_character_flesh_head() -> wref<MaterialFx_Record>
native func Vfx_impact_character_flesh_head_material() -> CName
native func Vfx_impact_character_flesh_headHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_character_flesh_material() -> CName
native func Vfx_impact_character_fleshHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_character_metal() -> wref<MaterialFx_Record>
native func Vfx_impact_character_metal_material() -> CName
native func Vfx_impact_character_metalHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_character_vr() -> wref<MaterialFx_Record>
native func Vfx_impact_character_vr_material() -> CName
native func Vfx_impact_character_vrHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_concrete() -> wref<MaterialFx_Record>
native func Vfx_impact_concrete_material() -> CName
native func Vfx_impact_concrete_water_puddles() -> wref<MaterialFx_Record>
native func Vfx_impact_concrete_water_puddles_material() -> CName
native func Vfx_impact_concrete_water_puddlesHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_concreteHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_cyberware_flesh() -> wref<MaterialFx_Record>
native func Vfx_impact_cyberware_flesh_material() -> CName
native func Vfx_impact_cyberware_fleshHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_cyberware_metal() -> wref<MaterialFx_Record>
native func Vfx_impact_cyberware_metal_head() -> wref<MaterialFx_Record>
native func Vfx_impact_cyberware_metal_head_material() -> CName
native func Vfx_impact_cyberware_metal_headHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_cyberware_metal_material() -> CName
native func Vfx_impact_cyberware_metalHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_damage_chemical() -> ResRef
native func Vfx_impact_damage_electric() -> ResRef
native func Vfx_impact_damage_thermal() -> ResRef
native func Vfx_impact_default() -> wref<MaterialFx_Record>
native func Vfx_impact_defaultHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_dirt() -> wref<MaterialFx_Record>
native func Vfx_impact_dirt_material() -> CName
native func Vfx_impact_dirtHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_fabrics() -> wref<MaterialFx_Record>
native func Vfx_impact_fabrics_material() -> CName
native func Vfx_impact_fabricsHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_flesh() -> wref<MaterialFx_Record>
native func Vfx_impact_flesh_material() -> CName
native func Vfx_impact_fleshHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_food() -> wref<MaterialFx_Record>
native func Vfx_impact_food_material() -> CName
native func Vfx_impact_foodHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_furniture_leather() -> wref<MaterialFx_Record>
native func Vfx_impact_furniture_leather_material() -> CName
native func Vfx_impact_furniture_leatherHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_furniture_upholstery() -> wref<MaterialFx_Record>
native func Vfx_impact_furniture_upholstery_material() -> CName
native func Vfx_impact_furniture_upholsteryHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_glass() -> wref<MaterialFx_Record>
native func Vfx_impact_glass_bulletproof() -> wref<MaterialFx_Record>
native func Vfx_impact_glass_bulletproof_material() -> CName
native func Vfx_impact_glass_bulletproofHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_glass_car() -> wref<MaterialFx_Record>
native func Vfx_impact_glass_car_material() -> CName
native func Vfx_impact_glass_car_tpp() -> wref<MaterialFx_Record>
native func Vfx_impact_glass_car_tppHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_glass_carHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_glass_dst() -> wref<MaterialFx_Record>
native func Vfx_impact_glass_dst_material() -> CName
native func Vfx_impact_glass_dstHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_glass_electronics() -> wref<MaterialFx_Record>
native func Vfx_impact_glass_electronics_material() -> CName
native func Vfx_impact_glass_electronicsHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_glass_material() -> CName
native func Vfx_impact_glass_opaque() -> wref<MaterialFx_Record>
native func Vfx_impact_glass_opaque_material() -> CName
native func Vfx_impact_glass_opaqueHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_glass_semitransparent() -> wref<MaterialFx_Record>
native func Vfx_impact_glass_semitransparent_material() -> CName
native func Vfx_impact_glass_semitransparentHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_glassHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_grass() -> wref<MaterialFx_Record>
native func Vfx_impact_grass_material() -> CName
native func Vfx_impact_grassHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_leather() -> wref<MaterialFx_Record>
native func Vfx_impact_leather_material() -> CName
native func Vfx_impact_leatherHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_leaves() -> wref<MaterialFx_Record>
native func Vfx_impact_leaves_material() -> CName
native func Vfx_impact_leaves_semitransparent() -> wref<MaterialFx_Record>
native func Vfx_impact_leaves_semitransparent_material() -> CName
native func Vfx_impact_leaves_semitransparentHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_leavesHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_linoleum() -> wref<MaterialFx_Record>
native func Vfx_impact_linoleum_material() -> CName
native func Vfx_impact_linoleumHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_meat() -> wref<MaterialFx_Record>
native func Vfx_impact_meat_material() -> CName
native func Vfx_impact_meatbag() -> wref<MaterialFx_Record>
native func Vfx_impact_meatbag_material() -> CName
native func Vfx_impact_meatbagHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_meatHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_metal() -> wref<MaterialFx_Record>
native func Vfx_impact_metal_car() -> wref<MaterialFx_Record>
native func Vfx_impact_metal_car_electronics() -> wref<MaterialFx_Record>
native func Vfx_impact_metal_car_electronics_material() -> CName
native func Vfx_impact_metal_car_electronics_tpp() -> wref<MaterialFx_Record>
native func Vfx_impact_metal_car_electronics_tppHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_metal_car_electronicsHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_metal_car_material() -> CName
native func Vfx_impact_metal_car_pipe_steam() -> wref<MaterialFx_Record>
native func Vfx_impact_metal_car_pipe_steam_material() -> CName
native func Vfx_impact_metal_car_pipe_steamHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_metal_car_pipe_water() -> wref<MaterialFx_Record>
native func Vfx_impact_metal_car_pipe_water_material() -> CName
native func Vfx_impact_metal_car_pipe_waterHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_metal_car_ricochet() -> wref<MaterialFx_Record>
native func Vfx_impact_metal_car_ricochet_material() -> CName
native func Vfx_impact_metal_car_ricochet_tpp() -> wref<MaterialFx_Record>
native func Vfx_impact_metal_car_ricochet_tppHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_metal_car_ricochetHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_metal_car_tpp() -> wref<MaterialFx_Record>
native func Vfx_impact_metal_car_tppHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_metal_carHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_metal_catwalk() -> wref<MaterialFx_Record>
native func Vfx_impact_metal_catwalk_material() -> CName
native func Vfx_impact_metal_catwalkHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_metal_heavypiercable() -> wref<MaterialFx_Record>
native func Vfx_impact_metal_heavypiercable_material() -> CName
native func Vfx_impact_metal_heavypiercableHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_metal_hollow() -> wref<MaterialFx_Record>
native func Vfx_impact_metal_hollow_material() -> CName
native func Vfx_impact_metal_hollowHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_metal_material() -> CName
native func Vfx_impact_metal_painted() -> wref<MaterialFx_Record>
native func Vfx_impact_metal_painted_material() -> CName
native func Vfx_impact_metal_paintedHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_metal_pipe_steam() -> wref<MaterialFx_Record>
native func Vfx_impact_metal_pipe_steam_material() -> CName
native func Vfx_impact_metal_pipe_steamHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_metal_pipe_water() -> wref<MaterialFx_Record>
native func Vfx_impact_metal_pipe_water_material() -> CName
native func Vfx_impact_metal_pipe_waterHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_metal_ricochet() -> wref<MaterialFx_Record>
native func Vfx_impact_metal_ricochet_material() -> CName
native func Vfx_impact_metal_ricochetHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_metal_road() -> wref<MaterialFx_Record>
native func Vfx_impact_metal_road_material() -> CName
native func Vfx_impact_metal_roadHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_metal_semitransparent() -> wref<MaterialFx_Record>
native func Vfx_impact_metal_semitransparent_material() -> CName
native func Vfx_impact_metal_semitransparentHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_metal_techpiercable() -> wref<MaterialFx_Record>
native func Vfx_impact_metal_techpiercable_material() -> CName
native func Vfx_impact_metal_techpiercableHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_metal_transparent() -> wref<MaterialFx_Record>
native func Vfx_impact_metal_transparent_material() -> CName
native func Vfx_impact_metal_transparentHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_metalHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_mud() -> wref<MaterialFx_Record>
native func Vfx_impact_mud_material() -> CName
native func Vfx_impact_mudHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_neon() -> wref<MaterialFx_Record>
native func Vfx_impact_neon_material() -> CName
native func Vfx_impact_neonHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_paper() -> wref<MaterialFx_Record>
native func Vfx_impact_paper_material() -> CName
native func Vfx_impact_paperHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_plaster() -> wref<MaterialFx_Record>
native func Vfx_impact_plaster_material() -> CName
native func Vfx_impact_plasterHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_plastic() -> wref<MaterialFx_Record>
native func Vfx_impact_plastic_car() -> wref<MaterialFx_Record>
native func Vfx_impact_plastic_car_electronics() -> wref<MaterialFx_Record>
native func Vfx_impact_plastic_car_electronics_material() -> CName
native func Vfx_impact_plastic_car_electronics_tpp() -> wref<MaterialFx_Record>
native func Vfx_impact_plastic_car_electronics_tppHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_plastic_car_electronicsHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_plastic_car_material() -> CName
native func Vfx_impact_plastic_car_tpp() -> wref<MaterialFx_Record>
native func Vfx_impact_plastic_car_tppHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_plastic_carHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_plastic_electronics() -> wref<MaterialFx_Record>
native func Vfx_impact_plastic_electronics_material() -> CName
native func Vfx_impact_plastic_electronicsHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_plastic_material() -> CName
native func Vfx_impact_plastic_road() -> wref<MaterialFx_Record>
native func Vfx_impact_plastic_road_material() -> CName
native func Vfx_impact_plastic_roadHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_plasticHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_plexiglass() -> wref<MaterialFx_Record>
native func Vfx_impact_plexiglass_material() -> CName
native func Vfx_impact_plexiglassHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_rubber() -> wref<MaterialFx_Record>
native func Vfx_impact_rubber_material() -> CName
native func Vfx_impact_rubberHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_sand() -> wref<MaterialFx_Record>
native func Vfx_impact_sand_material() -> CName
native func Vfx_impact_sandHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_stone() -> wref<MaterialFx_Record>
native func Vfx_impact_stone_material() -> CName
native func Vfx_impact_stoneHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_tiles() -> wref<MaterialFx_Record>
native func Vfx_impact_tiles_material() -> CName
native func Vfx_impact_tilesHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_tire_car() -> wref<MaterialFx_Record>
native func Vfx_impact_tire_car_material() -> CName
native func Vfx_impact_tire_car_tpp() -> wref<MaterialFx_Record>
native func Vfx_impact_tire_car_tppHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_tire_carHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_trash() -> wref<MaterialFx_Record>
native func Vfx_impact_trash_bag() -> wref<MaterialFx_Record>
native func Vfx_impact_trash_bag_material() -> CName
native func Vfx_impact_trash_bagHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_trash_material() -> CName
native func Vfx_impact_trashHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_upholstery_car() -> wref<MaterialFx_Record>
native func Vfx_impact_upholstery_car_material() -> CName
native func Vfx_impact_upholstery_car_tpp() -> wref<MaterialFx_Record>
native func Vfx_impact_upholstery_car_tppHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_upholstery_carHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_vehicle_chassis() -> wref<MaterialFx_Record>
native func Vfx_impact_vehicle_chassis_material() -> CName
native func Vfx_impact_vehicle_chassisHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_water() -> wref<MaterialFx_Record>
native func Vfx_impact_water_material() -> CName
native func Vfx_impact_waterHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_wood() -> wref<MaterialFx_Record>
native func Vfx_impact_wood_bamboo_poles() -> wref<MaterialFx_Record>
native func Vfx_impact_wood_bamboo_poles_material() -> CName
native func Vfx_impact_wood_bamboo_polesHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_wood_crown() -> wref<MaterialFx_Record>
native func Vfx_impact_wood_crown_material() -> CName
native func Vfx_impact_wood_crownHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_wood_hedge() -> wref<MaterialFx_Record>
native func Vfx_impact_wood_hedge_material() -> CName
native func Vfx_impact_wood_hedgeHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_wood_material() -> CName
native func Vfx_impact_wood_tree() -> wref<MaterialFx_Record>
native func Vfx_impact_wood_tree_material() -> CName
native func Vfx_impact_wood_treeHandle() -> ref<MaterialFx_Record>
native func Vfx_impact_woodHandle() -> ref<MaterialFx_Record>
native func Vfx_projectile_trail_name() -> CName
native func Vfx_ricochet() -> ResRef
native func WaterImpulseFrames() -> Int32
native func WaterImpulseRadius() -> Float
native func WaterImpulseStrength() -> Float