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References m_AnimationRefreshCooldown, m_canEnd, m_ControlAction, m_ForceEjectBulletTimestamp, m_InProgress, m_IsEventSended, m_LastAcknowledgmentID, m_MagazineInHand, m_MagazinePilesInInventory, m_MagazineStorageInInventory, m_NewJamChance, m_PendingInventoryLocation, m_PendingTargetMagazine, m_PendingWeaponAction, m_PendingWeaponActionAcknowledgmentID, m_player, m_PreparedMagazine, m_readyToStart, m_SuitableMagazines, m_WaitToSyncJamChance, m_WantContinue, and m_WeaponInHand.
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References AT_WPN_ATTACH_MAGAZINE, and StartAction().
Referenced by HandsContainer::OnPerformCombination().
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References Class::CastTo(), InventoryLocation::GetParent(), and m_player.
Referenced by ManBase::GetMagazineToReload(), and HandsContainer::OnPerformCombination().
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References m_player.
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References Weapon_Base::CanEjectBullet(), and m_player.
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References FORCE_EJECT_BULLET_TIMEOUT, GetGame(), CGame::GetTime(), m_ForceEjectBulletTimestamp, and m_WeaponInHand.
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References m_player.
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References Weapon_Base::CanChamberBullet(), and m_player.
Referenced by ManBase::GetMagazineToReload().
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References Weapon_Base::CanChamberBullet(), and m_player.
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References m_player.
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Referenced by OnMagazineInventoryEnter().
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References m_AnimationRefreshCooldown, m_WeaponInHand, and RefreshAnimationState().
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References AT_WPN_DETACH_MAGAZINE, and StartAction().
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References AT_WPN_EJECT_BULLET, and StartAction().
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References AT_WPN_EJECT_BULLET, GetGame(), CGame::GetTime(), m_ForceEjectBulletTimestamp, m_WeaponInHand, and StartAction().
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References m_player.
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References m_WeaponInHand.
Referenced by ScriptedWidgetEventHandler::SetWeaponModeAndZeroing().
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References m_SuitableMagazines.
Referenced by FirearmActionLoadMultiBulletQuick::Start().
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References m_SuitableMagazines.
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References m_InProgress.
Referenced by ActionPossibilityCheck(), and CanPlayEmote().
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References AT_WPN_LOAD_BULLET, and StartAction().
Referenced by HandsContainer::OnPerformCombination().
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References AT_WPN_LOAD_MULTI_BULLETS_START, and StartAction().
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References m_InProgress, and m_WantContinue.
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References AT_WPN_ATTACH_MAGAZINE, AT_WPN_DETACH_MAGAZINE, AT_WPN_EJECT_BULLET, AT_WPN_LOAD_BULLET, AT_WPN_LOAD_MULTI_BULLETS_START, AT_WPN_SET_NEXT_MUZZLE_MODE, AT_WPN_SWAP_MAGAZINE, AT_WPN_UNJAM, CGame::ClearJunctureEx(), Error(), GetGame(), InventoryLocation::GetItem(), INPUT_UDT_WEAPON_ACTION, InventoryLocation::IsValid(), m_InProgress, m_IsEventSended, m_PendingInventoryLocation, m_PendingTargetMagazine, m_PendingWeaponAction, m_PendingWeaponActionAcknowledgmentID, m_player, Serializer::Read(), InventoryLocation::ReadFromContext(), DayZPlayerSyncJunctures::SendWeaponActionAcknowledgment(), and InventoryLocation::SetAttachment().
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References m_WeaponInHand.
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References OnMagazineInventoryExit().
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References OnMagazineInventoryEnter().
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References CompareMagazinesSuitability(), m_MagazinePilesInInventory, m_MagazineStorageInInventory, and SetSutableMagazines().
Referenced by OnMagazineDetach().
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References m_MagazinePilesInInventory, m_MagazineStorageInInventory, and m_SuitableMagazines.
Referenced by OnMagazineAttach().
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References GetGame(), m_InProgress, m_NewJamChance, m_PendingInventoryLocation, m_PendingTargetMagazine, m_PendingWeaponAction, m_PendingWeaponActionAcknowledgmentID, m_player, m_readyToStart, m_TargetInventoryLocation, Serializer::Read(), DayZPlayerSyncJunctures::SJ_WEAPON_ACTION_ACK_ACCEPT, DayZPlayerSyncJunctures::SJ_WEAPON_ACTION_ACK_REJECT, and DayZPlayerSyncJunctures::SJ_WEAPON_SET_JAMMING_CHANCE.
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References CGame::ClearJunctureEx(), GetGame(), InventoryLocation::GetItem(), m_ControlAction, m_InProgress, m_PendingInventoryLocation, m_PendingTargetMagazine, m_PendingWeaponAction, m_PendingWeaponActionAcknowledgmentID, m_player, m_readyToStart, m_TargetInventoryLocation, m_WantContinue, and InventoryLocation::SetHands().
Referenced by Refresh(), StartPendingAction(), and Update().
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References GameInventory::CanForceSwapEntitiesEx(), GameInventory::CanSwapEntitiesEx(), and m_player.
Referenced by SwapMagazine().
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References OnWeaponActionEnd().
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References m_player, m_WeaponInHand, and HumanCommandWeapons::SetInitState().
Referenced by DelayedRefreshAnimationState(), and Update().
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References GetGame(), CGame::GetTime(), and m_ForceEjectBulletTimestamp.
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References AT_WPN_SET_NEXT_MUZZLE_MODE, and StartAction().
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References m_InProgress.
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References m_MagazineInHand, m_MagazinePilesInInventory, m_MagazineStorageInInventory, m_PreparedMagazine, m_SuitableMagazines, and m_WeaponInHand.
Referenced by OnMagazineInventoryEnter(), SortMagazineAfterLoad(), and Update().
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References m_MagazinePilesInInventory, m_MagazineStorageInInventory, and SetSutableMagazines().
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References ScriptInputUserData::CanStoreInputUserData(), GetGame(), InventoryReservation(), m_ControlAction, m_InProgress, m_IsEventSended, m_PendingInventoryLocation, m_PendingTargetMagazine, m_PendingWeaponAction, m_readyToStart, StartPendingAction(), and Synchronize().
Referenced by AttachMagazine(), DetachMagazine(), EjectBullet(), EjectBulletVerified(), LoadBullet(), LoadMultiBullet(), SetNextMuzzleMode(), SwapMagazine(), SwapMagazineEx(), and Unjam().
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References AT_WPN_ATTACH_MAGAZINE, AT_WPN_DETACH_MAGAZINE, AT_WPN_EJECT_BULLET, AT_WPN_LOAD_BULLET, AT_WPN_LOAD_MULTI_BULLETS_END, AT_WPN_LOAD_MULTI_BULLETS_START, AT_WPN_SET_NEXT_MUZZLE_MODE, AT_WPN_SWAP_MAGAZINE, AT_WPN_UNJAM, Error(), InventoryLocation::GetItem(), m_canEnd, m_InProgress, m_IsEventSended, m_PendingInventoryLocation, m_PendingTargetMagazine, m_PendingWeaponAction, m_player, m_WantContinue, m_WeaponInHand, and OnWeaponActionEnd().
Referenced by StartAction(), and Update().
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References AT_WPN_SWAP_MAGAZINE, m_WeaponInHand, PrepareInventoryLocationForMagazineSwap(), and StartAction().
Referenced by HandsContainer::OnPerformCombination().
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References AT_WPN_SWAP_MAGAZINE, and StartAction().
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References AT_WPN_ATTACH_MAGAZINE, AT_WPN_DETACH_MAGAZINE, AT_WPN_EJECT_BULLET, AT_WPN_LOAD_BULLET, AT_WPN_LOAD_MULTI_BULLETS_START, AT_WPN_SWAP_MAGAZINE, AT_WPN_UNJAM, GetGame(), INPUT_UDT_WEAPON_ACTION, m_LastAcknowledgmentID, m_PendingInventoryLocation, m_PendingTargetMagazine, m_PendingWeaponAction, m_PendingWeaponActionAcknowledgmentID, ScriptInputUserData::Send(), Serializer::Write(), and InventoryLocation::WriteToContext().
Referenced by StartAction().
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References AT_WPN_UNJAM, and StartAction().
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References Math::AbsFloat(), Weapon_Base::GetChanceToJam(), GetGame(), m_AnimationRefreshCooldown, m_canEnd, m_InIronSight, m_InOptic, m_InProgress, m_IsEventSended, m_justStart, m_MagazineInHand, m_NewJamChance, m_player, m_readyToStart, m_SuitableMagazines, m_WaitToSyncJamChance, m_WeaponInHand, OnWeaponActionEnd(), RefreshAnimationState(), DayZPlayerSyncJunctures::SendWeaponJamChance(), SetSutableMagazines(), and StartPendingAction().
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References m_WantContinue.
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Referenced by CanEjectBulletVerified().
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Referenced by DelayedRefreshAnimationState(), Update(), and WeaponManager().
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Referenced by StartPendingAction(), Update(), and WeaponManager().
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Referenced by OnWeaponActionEnd(), StartAction(), and WeaponManager().
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Referenced by CanEjectBulletVerified(), EjectBulletVerified(), SetEjectBulletTryTimestamp(), and WeaponManager().
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Referenced by OnInputUserDataProcess(), StartAction(), StartPendingAction(), Update(), and WeaponManager().
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Referenced by Synchronize(), and WeaponManager().
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Referenced by SetSutableMagazines(), Update(), and WeaponManager().
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Referenced by OnSyncJuncture(), Update(), and WeaponManager().
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Referenced by OnInputUserDataProcess(), OnSyncJuncture(), OnWeaponActionEnd(), StartAction(), StartPendingAction(), Synchronize(), and WeaponManager().
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Referenced by OnInputUserDataProcess(), OnSyncJuncture(), OnWeaponActionEnd(), Synchronize(), and WeaponManager().
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Referenced by CanAttachMagazine(), CanDetachMagazine(), CanEjectBullet(), CanFire(), CanLoadBullet(), CanLoadMultipleBullet(), CanSwapMagazine(), CanUnjam(), Fire(), InventoryReservation(), OnInputUserDataProcess(), OnSyncJuncture(), OnWeaponActionEnd(), PrepareInventoryLocationForMagazineSwap(), RefreshAnimationState(), StartPendingAction(), Update(), and WeaponManager().
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Referenced by SetSutableMagazines(), and WeaponManager().
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Referenced by OnSyncJuncture(), OnWeaponActionEnd(), StartAction(), Update(), and WeaponManager().
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Referenced by GetNextPreparedMagazine(), GetPreparedMagazine(), OnMagazineInventoryExit(), SetSutableMagazines(), Update(), and WeaponManager().
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Referenced by InventoryReservation(), OnSyncJuncture(), and OnWeaponActionEnd().
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Referenced by Update(), and WeaponManager().
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Referenced by LoadMultiBulletStop(), OnWeaponActionEnd(), StartPendingAction(), WantContinue(), and WeaponManager().
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Referenced by WeaponStateBase::OnAbort(), and WeaponStateBase::OnExit().