50 return evShl | animEvent;
57 ctx.
Write(packedType);
160 super.WriteToContext(ctx);
173 super.ReadFromContext(ctx);
179 super.WriteToContext(ctx);
228 case WeaponEventID.MECHANISM:
return new WeaponEventMechanism(p, m);
229 case WeaponEventID.TRIGGER:
return new WeaponEventTrigger(p, m);
230 case WeaponEventID.TRIGGER_JAM:
return new WeaponEventTriggerToJam(p, m);
231 case WeaponEventID.LOAD1_BULLET:
return new WeaponEventLoad1Bullet(p, m);
232 case WeaponEventID.CONTINUOUS_LOADBULLET_START:
return new WeaponEventContinuousLoadBulletStart(p, m);
233 case WeaponEventID.CONTINUOUS_LOADBULLET_END:
return new WeaponEventContinuousLoadBulletEnd(p, m);
235 case WeaponEventID.ATTACH_MAGAZINE:
return new WeaponEventAttachMagazine(p, m);
236 case WeaponEventID.UNJAMMING_FAILED_TIMEOUT:
return new WeaponEventUnjammingFailedTimeout(p, m);
237 case WeaponEventID.UNJAMMING_TIMEOUT:
return new WeaponEventUnjammingTimeout(p, m);
238 case WeaponEventID.DETACH_MAGAZINE:
return new WeaponEventDetachMagazine(p, m);
239 case WeaponEventID.SWAP_MAGAZINE:
return new WeaponEventSwapMagazine(p, m);
240 case WeaponEventID.HUMANCOMMAND_ACTION_FINISHED:
return new WeaponEventHumanCommandActionFinished(p, m);
241 case WeaponEventID.HUMANCOMMAND_ACTION_ABORTED:
return new WeaponEventHumanCommandActionAborted(p, m);
242 case WeaponEventID.RELOAD_TIMEOUT:
return new WeaponEventReloadTimeout(p, m);
243 case WeaponEventID.DRY_FIRE_TIMEOUT:
return new WeaponEventDryFireTimeout(p, m);
244 case WeaponEventID.SET_NEXT_MUZZLE_MODE:
return new WeaponEventSetNextMuzzleMode(p, m);
255 case WeaponEvents.ATTACHMENT_HIDE:
return new WeaponEventAnimAttachmentHide(p, m);
256 case WeaponEvents.ATTACHMENT_SHOW:
return new WeaponEventAnimAttachmentShow(p, m);
257 case WeaponEvents.BULLET_EJECT:
return new WeaponEventAnimBulletEject(p, m);
258 case WeaponEvents.BULLET_HIDE:
return new WeaponEventAnimBulletHide(p, m);
259 case WeaponEvents.BULLET_HIDE2:
return new WeaponEventAnimBulletHide2(p, m);
260 case WeaponEvents.BULLET_IN_CHAMBER:
return new WeaponEventAnimBulletInChamber(p, m);
261 case WeaponEvents.BULLET_IN_MAGAZINE:
return new WeaponEventAnimBulletInMagazine(p, m);
262 case WeaponEvents.BULLET_SHOW:
return new WeaponEventAnimBulletShow(p, m);
263 case WeaponEvents.BULLET_SHOW2:
return new WeaponEventAnimBulletShow2(p, m);
264 case WeaponEvents.CANUNJAM_END:
return new WeaponEventAnimCanUnjamEnd(p, m);
265 case WeaponEvents.CANUNJAM_START:
return new WeaponEventAnimCanUnjamStart(p, m);
266 case WeaponEvents.COCKED:
return new WeaponEventAnimCocked(p, m);
267 case WeaponEvents.MAGAZINE_ATTACHED:
return new WeaponEventAnimMagazineAttached(p, m);
268 case WeaponEvents.MAGAZINE_DETACHED:
return new WeaponEventAnimMagazineDetached(p, m);
269 case WeaponEvents.MAGAZINE_HIDE:
return new WeaponEventAnimMagazineHide(p, m);
270 case WeaponEvents.MAGAZINE_SHOW:
return new WeaponEventAnimMagazineShow(p, m);
271 case WeaponEvents.SLIDER_OPEN:
return new WeaponEventAnimSliderOpen(p, m);
272 case WeaponEvents.UNJAMMED:
return new WeaponEventAnimUnjammed(p, m);
273 case WeaponEvents.HAMMER_UNCOCKED:
return new WeaponEventAnimHammerUncocked(p, m);
274 case WeaponEvents.HAMMER_COCKED:
return new WeaponEventAnimHammerCocked(p, m);
275 case WeaponEvents.CYLINDER_ROTATE:
return new WeaponEventCylinderRotate(p, m);
284 ctx.
Read(packedType);
318 ItemBase weapon = player.GetItemInHands();
320 if (weapon && weapon.GetOverheatingValue() > 0)
326 suppressor = weapon_base.GetAttachedSuppressor();
328 ItemBase.PlayBulletCasingEjectParticles(weapon,
"", weapon, suppressor,
"CfgWeapons" );
ref InventoryLocation m_dst
WeaponEventBase WeaponAnimEventFactory(WeaponEvents type, DayZPlayer p=NULL, Magazine m=NULL)
creates animation system events
WeaponEventBase WeaponEventFactory(WeaponEventID id, int aetype, DayZPlayer p=NULL, Magazine m=NULL)
creates weapon fsm events
WeaponEventBase CreateWeaponEventFromContext(ParamsReadContext ctx)
WeaponEventID
identifier for events. mainly for rpc purposes
@ CONTINUOUS_LOADBULLET_START
@ CONTINUOUS_LOADBULLET_END
@ HUMANCOMMAND_ACTION_FINISHED
@ UNJAMMING_FAILED_TIMEOUT
@ HUMANCOMMAND_ACTION_ABORTED
bool ReadFromContext(ParamsReadContext ctx)
bool WriteToContext(ParamsWriteContext ctx)
Serialization general interface. Serializer API works with:
proto bool Write(void value_out)
proto bool Read(void value_in)
void WeaponEventAnimUnjammed(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimAttachmentShow(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimAttachmentHide(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimMagazineShow(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimBulletShow2(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimBulletEject(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimBulletInChamber(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimCocked(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimBulletHide(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimMagazineDetached(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimBulletHide2(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimMagazineHide(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimCanUnjamEnd(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimHammerUncocked(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimCanUnjamStart(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimMagazineAttached(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimBulletInMagazine(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventCylinderRotate(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimHammerCocked(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimSliderOpen(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimBulletShow(DayZPlayer p=NULL, Magazine m=NULL)
signalize mechanism manipulation
void WeaponEventUnjammingTimeout(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventUnjammingFailedTimeout(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventUnjam(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventReloadTimeout(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventTriggerAutoEnd(DayZPlayer p=NULL, Magazine m=NULL)
override void ReadFromContext(ParamsReadContext ctx)
void WeaponEventDryFireTimeout(DayZPlayer p=NULL, Magazine m=NULL)
WeaponEventID GetEventID()
returns id from enum WeaponEventID
void WeaponEventSetNextMuzzleMode(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventMechanism(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventTrigger(DayZPlayer p=NULL, Magazine m=NULL)
void ReadFromContext(ParamsReadContext ctx)
void WeaponEventAttachMagazine(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventBase(DayZPlayer p=NULL, Magazine m=NULL)
override int GetAnimEvent()
void WeaponEventDetachMagazine(DayZPlayer p=NULL, Magazine m=NULL, InventoryLocation il=NULL)
void WeaponEventTriggerAutoStart(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventSwapMagazine(DayZPlayer p=NULL, Magazine m=NULL, InventoryLocation il=NULL)
void WeaponEventContinuousLoadBulletStart(DayZPlayer p=NULL, Magazine m=NULL)
override void WriteToContext(ParamsWriteContext ctx)
WeaponEvents GetAnimEvent()
returns animation event from anim engine,
void WriteToContext(ParamsWriteContext ctx)
int GetPackedType()
returns eventID in upper 16 bits and AnimEvent in lower 16 bits
void WeaponEventHumanCommandActionFinished(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventTriggerToJam(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventLoad1Bullet(DayZPlayer p=NULL, Magazine m=NULL)
ref InventoryLocation m_dst
void WeaponEventHumanCommandActionAborted(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventContinuousLoadBulletEnd(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimation(DayZPlayer p=NULL, Magazine m=NULL)
animation event from Human.WeaponEvents