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WeaponStartAction Class Reference

simple class starting animation action specified by m_action and m_actionType More...

Private Member Functions

override void OnEntry (WeaponEventBase e)
 
override bool IsWaitingForActionFinish ()
 
override bool IsWaitingForActionFinish ()
 
override bool IsWaitingForActionFinish ()
 
override bool IsWaitingForActionFinish ()
 
override void OnEntry (WeaponEventBase e)
 
override bool IsWaitingForActionFinish ()
 
override void OnUpdate (float dt)
 
override void OnExit (WeaponEventBase e)
 
override bool IsWaitingForActionFinish ()
 
override void OnEntry (WeaponEventBase e)
 
override void OnUpdate (float dt)
 
override void OnExit (WeaponEventBase e)
 
override void OnAbort (WeaponEventBase e)
 
override bool IsWaitingForActionFinish ()
 
override void OnEntry (WeaponEventBase e)
 
override void OnUpdate (float dt)
 
override void OnExit (WeaponEventBase e)
 
void WeaponUnjamming_Start (Weapon_Base w=NULL, WeaponStateBase parent=NULL, WeaponActions action=WeaponActions.NONE, int actionType=-1)
 
override void OnEntry (WeaponEventBase e)
 
override void OnUpdate (float dt)
 
override void OnExit (WeaponEventBase e)
 

Private Attributes

float m_dtAccumulator
 
float m_jamTime
 

Detailed Description

simple class starting animation action specified by m_action and m_actionType

Member Function Documentation

◆ IsWaitingForActionFinish() [1/7]

override bool IsWaitingForActionFinish ( )
inlineprivate

◆ IsWaitingForActionFinish() [2/7]

override bool IsWaitingForActionFinish ( )
inlineprivate

◆ IsWaitingForActionFinish() [3/7]

override bool IsWaitingForActionFinish ( )
inlineprivate

◆ IsWaitingForActionFinish() [4/7]

override bool IsWaitingForActionFinish ( )
inlineprivate

◆ IsWaitingForActionFinish() [5/7]

override bool IsWaitingForActionFinish ( )
inlineprivate

◆ IsWaitingForActionFinish() [6/7]

override bool IsWaitingForActionFinish ( )
inlineprivate

◆ IsWaitingForActionFinish() [7/7]

override bool IsWaitingForActionFinish ( )
inlineprivate

◆ OnAbort()

override void OnAbort ( WeaponEventBase  e)
inlineprivate

References m_weapon.

◆ OnEntry() [1/5]

override void OnEntry ( WeaponEventBase  e)
inlineprivate

References m_weapon.

◆ OnEntry() [2/5]

override void OnEntry ( WeaponEventBase  e)
inlineprivate

References m_dtAccumulator, and m_weapon.

◆ OnEntry() [3/5]

◆ OnEntry() [4/5]

◆ OnEntry() [5/5]

override void OnEntry ( WeaponEventBase  e)
inlineprivate

◆ OnExit() [1/4]

override void OnExit ( WeaponEventBase  e)
inlineprivate

References m_dtAccumulator.

◆ OnExit() [2/4]

override void OnExit ( WeaponEventBase  e)
inlineprivate

◆ OnExit() [3/4]

override void OnExit ( WeaponEventBase  e)
inlineprivate

References m_dtAccumulator.

◆ OnExit() [4/4]

override void OnExit ( WeaponEventBase  e)
inlineprivate

References m_dtAccumulator.

◆ OnUpdate() [1/4]

override void OnUpdate ( float  dt)
inlineprivate

◆ OnUpdate() [2/4]

override void OnUpdate ( float  dt)
inlineprivate

◆ OnUpdate() [3/4]

override void OnUpdate ( float  dt)
inlineprivate

◆ OnUpdate() [4/4]

◆ WeaponUnjamming_Start()

void WeaponUnjamming_Start ( Weapon_Base  w = NULL,
WeaponStateBase  parent = NULL,
WeaponActions  action = WeaponActions.NONE,
int  actionType = -1 
)
inlineprivate

References m_dtAccumulator.

Field Documentation

◆ m_dtAccumulator

float m_dtAccumulator
private

◆ m_jamTime

float m_jamTime
private

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