Arma Reforger Explorer  1.1.0.42
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BaseWeaponManagerComponent.c File Reference

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Data Structures

class  BaseWeaponManagerComponentClass
 

Functions

BaseMagazineComponentClass GameComponentClass GetOwner ()
 Owner entity of the fuel tank. More...
 
proto external void Throw (vector vDirection, float fSpeedScale)
 performs throwing More...
 
proto external int GetDefaultWeaponIndex ()
 
proto external BaseWeaponComponent GetCurrent ()
 Returns currently selected weapon or null if none. (This can either be a weapon component directly or a slot component.) More...
 
proto external BaseWeaponComponent GetCurrentWeapon ()
 
proto external BaseWeaponComponent GetCurrentGrenade ()
 
proto external WeaponSlotComponent GetCurrentSlot ()
 
proto external GrenadeSlotComponent GetCurrentGrenadeSlot ()
 
proto external SightsComponent GetCurrentSights ()
 
proto external int GetCurrentSightsIndex ()
 
proto external bool SelectWeapon (BaseWeaponComponent weapon)
 
proto external IEntity SetSlotWeapon (WeaponSlotComponent pSlot, IEntity pWeaponEntity)
 Returns the old weapon entity of the specified weapon slot. More...
 
proto external void SetVisibleAllWeapons (bool state)
 weapons visibility More...
 
proto external void SetVisibleCurrentWeapon (bool state)
 
proto external int GetWeaponsSlots (out notnull array< WeaponSlotComponent > outSlots)
 
proto external int GetWeaponsList (out notnull array< IEntity > outWeapons)
 
proto external bool GetCurrentMuzzleTransform (vector outMatrix[4])
 Returns true if current weapon is valid and outputs current weapon's muzzle transformation to the given matrix. More...
 
proto bool GetCurrentSightsTransform (out vector outWorldMatrix[4], out vector outLocalMatrix[4], out float fov)
 Returns true if current weapon is valid and has some sights data, outputs sights transformation and fov. More...
 
proto bool GetCurrentSightsCameraTransform (out vector outLocalMatrix[4], out float fov)
 Returns true if current weapon is valid and has some sights data, outputs local sights transformation with adjusted roll angle and fov. More...
 
event protected void OnWeaponChangeComplete (BaseWeaponComponent newWeaponSlot)
 
event protected void OnWeaponChangeStarted (BaseWeaponComponent newWeaponSlot)
 

Variables

BaseWeaponManagerComponentClass m_OnWeaponChangeCompleteInvoker = new ScriptInvoker<BaseWeaponComponent>()
 
ref ScriptInvoker< BaseWeaponComponentm_OnWeaponChangeStartedInvoker = new ScriptInvoker<BaseWeaponComponent>()