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Flaregun.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  Flaregun
 

Enumerations

enum  FLAREAnimState { COCKED = 0 , UNCOCKED = 1 }
 
enum  FLAREStableStateID
 

Functions

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

Variables

 UNKNOWN = 0
 
 Empty = 1
 
 Fireout = 2
 
 Loaded = 3
 
class FLAREFireout extends WeaponStableState OnEntry
 

Enumeration Type Documentation

◆ FLAREAnimState

Enumerator
COCKED 

default weapon state, closed and discharged

UNCOCKED 

default weapon state, closed and discharged

◆ FLAREStableStateID

Function Documentation

◆ GetCurrentStateID()

override int GetCurrentStateID ( )

◆ HasBullet()

override bool HasBullet ( )

◆ HasMagazine()

override bool HasMagazine ( )

◆ InitMuzzleArray()

override void InitMuzzleArray ( )

References m_muzzleHasBullet.

◆ IsBoltOpen()

override bool IsBoltOpen ( )

◆ IsJammed()

override bool IsJammed ( )

◆ IsRepairEnabled()

override bool IsRepairEnabled ( )

◆ OnEntry()

enum FLAREStableStateID OnEntry ( WeaponEventBase  e)

◆ OnExit()

override void OnExit ( WeaponEventBase  e)

Variable Documentation

◆ Empty

@ Empty = 1

◆ Fireout

Fireout = 2

◆ Loaded

@ Loaded = 3

◆ OnEntry

class FLAREFireout extends WeaponStableState OnEntry

◆ UNKNOWN

@ UNKNOWN = 0