PC Stable Documentation
 
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Repeater.c File Reference

Data Structures

class  WeaponStableState
 represents weapon's stable state (i.e. the basic states that the weapon will spend the most time in) More...
 
class  Rifle_Base
 base for rifles @NOTE name copies config base class More...
 
class  Repeater
 

Enumerations

enum  RPTAnimState { DEFAULT = 0 , CHARGED = 1 , JAMMED = 2 }
 
enum  RPTStableStateID
 

Functions

enum RPTStableStateID OnEntry (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
override int GetCurrentStateID ()
 
override bool HasBullet ()
 
override bool HasMagazine ()
 
override bool IsJammed ()
 
override bool IsRepairEnabled ()
 
override void InitMuzzleArray ()
 

Variables

 UNKNOWN = 0
 
 EmptyDischarged = 1
 
 LoadedCharged = 2
 
 LoadedDischarged = 3
 
 LoadedJammed = 4
 
class RPTLoadedCharged extends WeaponStableState OnEntry
 

Enumeration Type Documentation

◆ RPTAnimState

Enumerator
DEFAULT 

default weapon state, closed and discharged

CHARGED 
JAMMED 

◆ RPTStableStateID

Function Documentation

◆ GetCurrentStateID()

override int GetCurrentStateID ( )

◆ HasBullet()

override bool HasBullet ( )

◆ HasMagazine()

override bool HasMagazine ( )

◆ InitMuzzleArray()

override void InitMuzzleArray ( )

References m_muzzleHasBullet.

◆ IsJammed()

override bool IsJammed ( )

◆ IsRepairEnabled()

override bool IsRepairEnabled ( )

◆ OnEntry()

enum RPTStableStateID OnEntry ( WeaponEventBase  e)

◆ OnExit()

Variable Documentation

◆ EmptyDischarged

@ EmptyDischarged = 1

◆ LoadedCharged

@ LoadedCharged = 2

◆ LoadedDischarged

@ LoadedDischarged = 3

◆ LoadedJammed

@ LoadedJammed = 4

◆ OnEntry

class RPTLoadedCharged extends WeaponStableState OnEntry

◆ UNKNOWN

@ UNKNOWN = 0