41 int curr =
m_weapon.GetWeaponAnimState();
57 Human wpnOwner = Human.Cast(
m_weapon.GetHierarchyRootPlayer());
88 override bool IsIdle() {
return true; }
175 if (DayZGame.m_IsPreviewSpawn)
182 ErrorEx(
"Muzzle array validation has failed. Please set up the correct muzzle states by overriding InitMuzzleArray.", severity);
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
void fsmDebugSpam(string s)
class SSPFireout extends WeaponStableState OnEntry
int GetMuzzleStateCount()
bool IsChamberValid(int idx)
enum MuzzleState m_animState
void ValidateMuzzleArray()
Safety check and error message in case not set up correctly.
ref array< MuzzleState > m_muzzleHasBullet
bool IsSingleState()
Special one for when the weapon only has one singular state (like Magnum)
bool IsChamberFiredOut(int idx)
MuzzleState GetMuzzleState(int idx)
Get chamber state of the muzzle at index.
bool IsChamberFull(int idx)
Super root of all classes in Enforce script.
proto native void SetInitState(int pFrameIndex)
proto static native void StaticSetInitState(Human pHuman, int pFrameIdx)
just static version of SetInitState
signalize mechanism manipulation
represents weapon's stable state (i.e. the basic states that the weapon will spend the most time in)
override bool IsRepairEnabled()
override void OnEntry(WeaponEventBase e)
override int GetCurrentStateID()
override void OnExit(WeaponEventBase e)
override bool HasBullet()
override void InitMuzzleArray()
override bool HasMagazine()
represent weapon state base
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.