The first part shows the structure of the parameters used in the serialized structure of weapons. This inherited off of our resource class, and the handle would automatically update the parameters whenever the weapon files changed. The weapons themselves had functionality that allowed them to fire any type of archetype, making it compatable with the bullet structure to get very interesting results. You could fire hitscan weapons, projectile weapons, and ones that can fire turrets, which track you and fire more turrets. All of these are editable at runtime.