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FirearmActionBase Class Reference

Private Member Functions

void FirearmActionBase ()
 
override int GetStanceMask (PlayerBase player)
 
override int GetActionCategory ()
 
override GetInputType ()
 
override bool ActionConditionContinue (ActionData action_data)
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void Start (ActionData action_data)
 
override bool CanBePerformedFromInventory ()
 
override bool CanBeUsedOnBack ()
 
override bool CanBeUsedRaised ()
 
override void OnUpdate (ActionData action_data)
 
override float GetProgress (ActionData action_data)
 
override bool AddActionJuncture (ActionData action_data)
 

Constructor & Destructor Documentation

◆ FirearmActionBase()

void FirearmActionBase ( )
private

Member Function Documentation

◆ ActionCondition()

override bool ActionCondition ( PlayerBase  player,
ActionTarget  target,
ItemBase  item 
)
inlineprivate

◆ ActionConditionContinue()

override bool ActionConditionContinue ( ActionData  action_data)
inlineprivate

◆ AddActionJuncture()

override bool AddActionJuncture ( ActionData  action_data)
inlineprivate

◆ CanBePerformedFromInventory()

override bool CanBePerformedFromInventory ( )
inlineprivate

◆ CanBeUsedOnBack()

override bool CanBeUsedOnBack ( )
inlineprivate

◆ CanBeUsedRaised()

override bool CanBeUsedRaised ( )
inlineprivate

◆ GetActionCategory()

override int GetActionCategory ( )
inlineprivate

References AC_SINGLE_USE.

◆ GetInputType()

override GetInputType ( )
inlineprivate

◆ GetProgress()

override float GetProgress ( ActionData  action_data)
inlineprivate

◆ GetStanceMask()

override int GetStanceMask ( PlayerBase  player)
inlineprivate

◆ OnUpdate()

override void OnUpdate ( ActionData  action_data)
inlineprivate

References End().

◆ Start()

override void Start ( ActionData  action_data)
inlineprivate

References UA_PROCESSING.


The documentation for this class was generated from the following file: