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Private Member Functions | |
| override float | GetChanceToJam () | 
| override void | SetActions () | 
| override RecoilBase | SpawnRecoilObject () | 
| void | Magnum_Base () | 
| override void | InitStateMachine () | 
| override bool | CanChamberBullet (int muzzleIndex, Magazine mag) | 
| override void | AssembleGun () | 
| void | SetCylinderRotationAnimationPhase (float rot, bool reset=false) | 
| void | SyncCylinderRotation (bool reset=true) | 
| override void | EEHealthLevelChanged (int oldLevel, int newLevel, string zone) | 
| void | SetAttachmentsHealth () | 
| override void | OnFire (int muzzle_index) | 
| override bool | IsShowingChamberedBullet () | 
| override bool | CanEjectBullet () | 
| override void | ShowBullet (int muzzleIndex) | 
| override void | HideBullet (int muzzleIndex) | 
| override void | OnDebugSpawn () | 
| override bool | CanChamberBullet (int muzzleIndex, Magazine mag) | 
| void | Pistol_Base () | 
| override void | InitStateMachine () | 
| override float | GetChanceToJam () | 
| override void | SetActions () | 
| protected override void | GetApproximateAimOffsets (Blend2DVector dst, int characterStance) | 
| protected override vector | GetApproximateMovementOffset (vector localVelocity, int characterStance, float lean, float ud11, float lr11) | 
| void | Rifle_Base () | 
| override void | InitStateMachine () | 
Static Private Member Functions | |
| static float | GetCylinderRotation (int muzzleIndex) | 
Private Attributes | |
| ref WeaponStableState | C | 
| int | m_LastMuzzleloaded | 
| int | m_ActiveMuzzle | 
| const string | ATT_SLOT_CYLINDER = "RevolverCylinder" | 
| const string | ATT_SLOT_EJECTOR = "RevolverEjector" | 
| ref WeaponStableState | CD00 | 
| ref WeaponStableState | CC00 | 
| ref WeaponStableState | CC10 | 
| ref WeaponStableState | CJF0 | 
| ref WeaponStableState | OD00 | 
| ref WeaponStableState | CD01 | 
| ref WeaponStableState | CC01 | 
| ref WeaponStableState | CC11 | 
| ref WeaponStableState | CJF1 | 
| ref WeaponStableState | OD01 | 
shorthand
script base for all weapons
@NOTE: this class is bound to core-config "Weapon_Base" config class
      
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Referenced by Weapon::EEInit().
References IsChamberFiredOut().
Referenced by WeaponManager::CanLoadBullet(), and WeaponManager::CanLoadMultipleBullet().
      
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References IsChamberFull().
Referenced by WeaponManager::CanEjectBullet().
References GetGame().
      
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Referenced by Weapon::ApproximateWeaponLiftTransform().
      
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References Math::AbsFloat(), Math::Clamp(), Math::Lerp(), Math::Max(), Math::Pow(), and Vector().
Referenced by Weapon::ApproximateWeaponLiftTransform().
      
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Referenced by WeaponManager::Update().
      
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References string::Format().
Referenced by Weapon::ForceSyncSelectionState().
      
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Referenced by Weapon::Weapon_Base().
      
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References WeaponGuardHasAmmo(), WeaponGuardWeaponDischarged(), and WeaponGuardWeaponOpen().
      
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References Rifle_Base::E.
      
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Referenced by Icon::RefreshMuzzleIcon(), and SlotsIcon::RefreshMuzzleIcon().
      
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References Class::CastTo().
      
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References string::Format().
      
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References AddAction().
      
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References AddAction().
      
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References Class::CastTo().
References Math::AbsFloat(), MAGNUM_ROTATION_POSITION_0, and MAGNUM_ROTATION_POSITION_M1.
      
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References string::Format(), and IsChamberFiredOut().
Referenced by Weapon::ForceSyncSelectionState().
      
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Referenced by DayZPlayerImplementAiming::SetRecoil().
      
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Referenced by Crossbow_Base::InitStateMachine().
      
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