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FirearmActionLoadBullet.c File Reference

Data Structures

class  FirearmActionLoadBullet
 

Functions

FirearmActionLoadBullet FirearmActionBase FirearmActionLoadBulletQuick ()
 
void FirearmActionLoadBullet ()
 
override int GetActionCategory ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void Start (ActionData action_data)
 
override Object GetDisplayInteractObject (PlayerBase player, ActionTarget target)
 
override bool CanBePerformedFromInventory ()
 
override bool CanBePerformedFromQuickbar ()
 
override GetInputType ()
 
override void CreateConditionComponents ()
 
override bool HasProgress ()
 
override bool SetupAction (PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data=NULL)
 

Function Documentation

◆ ActionCondition()

override bool ActionCondition ( PlayerBase  player,
ActionTarget  target,
ItemBase  item 
)

◆ CanBePerformedFromInventory()

override bool CanBePerformedFromInventory ( )

◆ CanBePerformedFromQuickbar()

override bool CanBePerformedFromQuickbar ( )

◆ CreateConditionComponents()

override void CreateConditionComponents ( )

◆ FirearmActionLoadBullet()

◆ FirearmActionLoadBulletQuick()

◆ GetActionCategory()

override int GetActionCategory ( )

◆ GetDisplayInteractObject()

override Object GetDisplayInteractObject ( PlayerBase  player,
ActionTarget  target 
)

◆ GetInputType()

override GetInputType ( )

◆ HasProgress()

override bool HasProgress ( )

◆ SetupAction()

override bool SetupAction ( PlayerBase  player,
ActionTarget  target,
ItemBase  item,
out ActionData  action_data,
Param  extra_data = NULL 
)

References ActionTarget, and vector::Zero.

◆ Start()

override void Start ( ActionData  action_data)