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Weapon_Base Class Reference

shorthand More...

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
 

Detailed Description

shorthand

script base for all weapons

@NOTE: this class is bound to core-config "Weapon_Base" config class

Member Function Documentation

◆ AssembleGun()

override void AssembleGun ( )
inlineprivate

Referenced by Weapon::EEInit().

◆ CanChamberBullet() [1/2]

override bool CanChamberBullet ( int  muzzleIndex,
Magazine  mag 
)
inlineprivate

◆ CanChamberBullet() [2/2]

override bool CanChamberBullet ( int  muzzleIndex,
Magazine  mag 
)
inlineprivate

◆ CanEjectBullet()

override bool CanEjectBullet ( )
inlineprivate

◆ EEHealthLevelChanged()

override void EEHealthLevelChanged ( int  oldLevel,
int  newLevel,
string  zone 
)
inlineprivate

References GetGame().

◆ GetApproximateAimOffsets()

protected override void GetApproximateAimOffsets ( Blend2DVector  dst,
int  characterStance 
)
inlineprivate

◆ GetApproximateMovementOffset()

protected override vector GetApproximateMovementOffset ( vector  localVelocity,
int  characterStance,
float  lean,
float  ud11,
float  lr11 
)
inlineprivate

◆ GetChanceToJam() [1/2]

override float GetChanceToJam ( )
inlineprivate

Referenced by WeaponManager::Update().

◆ GetChanceToJam() [2/2]

override float GetChanceToJam ( )
inlineprivate

◆ GetCylinderRotation()

◆ HideBullet()

override void HideBullet ( int  muzzleIndex)
inlineprivate

◆ InitStateMachine() [1/3]

override void InitStateMachine ( )
inlineprivate

Referenced by Weapon::Weapon_Base().

◆ InitStateMachine() [2/3]

override void InitStateMachine ( )
inlineprivate

◆ InitStateMachine() [3/3]

override void InitStateMachine ( )
inlineprivate

References Rifle_Base::E.

◆ IsShowingChamberedBullet()

override bool IsShowingChamberedBullet ( )
inlineprivate

◆ Magnum_Base()

void Magnum_Base ( )
inlineprivate

◆ OnDebugSpawn()

override void OnDebugSpawn ( )
inlineprivate

References Class::CastTo().

◆ OnFire()

override void OnFire ( int  muzzle_index)
inlineprivate

References string::Format().

◆ Pistol_Base()

void Pistol_Base ( )
inlineprivate

◆ Rifle_Base()

void Rifle_Base ( )
inlineprivate

◆ SetActions() [1/2]

override void SetActions ( )
inlineprivate

References AddAction().

◆ SetActions() [2/2]

override void SetActions ( )
inlineprivate

References AddAction().

◆ SetAttachmentsHealth()

void SetAttachmentsHealth ( )
inlineprivate

References Class::CastTo().

◆ SetCylinderRotationAnimationPhase()

void SetCylinderRotationAnimationPhase ( float  rot,
bool  reset = false 
)
inlineprivate

◆ ShowBullet()

override void ShowBullet ( int  muzzleIndex)
inlineprivate

◆ SpawnRecoilObject()

override RecoilBase SpawnRecoilObject ( )
inlineprivate

◆ SyncCylinderRotation()

void SyncCylinderRotation ( bool  reset = true)
inlineprivate

Field Documentation

◆ ATT_SLOT_CYLINDER

const string ATT_SLOT_CYLINDER = "RevolverCylinder"
private

◆ ATT_SLOT_EJECTOR

const string ATT_SLOT_EJECTOR = "RevolverEjector"
private

◆ C

◆ CC00

ref WeaponStableState CC00
private

◆ CC01

ref WeaponStableState CC01
private

◆ CC10

ref WeaponStableState CC10
private

◆ CC11

ref WeaponStableState CC11
private

◆ CD00

ref WeaponStableState CD00
private

◆ CD01

ref WeaponStableState CD01
private

◆ CJF0

ref WeaponStableState CJF0
private

◆ CJF1

ref WeaponStableState CJF1
private

◆ m_ActiveMuzzle

int m_ActiveMuzzle
private

◆ m_LastMuzzleloaded

int m_LastMuzzleloaded
private

◆ OD00

ref WeaponStableState OD00
private

◆ OD01

ref WeaponStableState OD01
private

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