Core.Object
|
+--Engine.Actor
|
+--Engine.Inventory
|
+--Engine.Weapon
|
+--RuneI.NonStow
| Direct Known Subclasses:LimbWeapon, Torch, SarkBall |
| Function Summary | |
int |
GetUsePriority()//============================================================================ // // GetUsePriority // // Returns the priority of the weapon, lower is better //============================================================================ |
void |
SpawnBloodSpray(vector HitLoc, vector HitNorm, EMatterType matter) |
void |
SpawnHitEffect(vector HitLoc, vector HitNorm, int LowMask, int HighMask, Actor HitActor)//============================================================================= // // SpawnHitEffect // // Spawns an effect based upon what was struck //============================================================================= |