Arma Reforger Explorer  1.1.0.42
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
BaseWeaponManagerComponent.c
Go to the documentation of this file.
1 /*
2 ===========================================
3 Do not modify, this script is generated
4 ===========================================
5 */
6 
13 {
14 }
15 
16 class BaseWeaponManagerComponent: GameComponent
17 {
18  ref ScriptInvoker<BaseWeaponComponent> m_OnWeaponChangeCompleteInvoker = new ScriptInvoker<BaseWeaponComponent>();
19  ref ScriptInvoker<BaseWeaponComponent> m_OnWeaponChangeStartedInvoker = new ScriptInvoker<BaseWeaponComponent>();
20 
21  proto external IEntity GetOwner();
23  proto external void Throw(vector vDirection, float fSpeedScale);
24  proto external int GetDefaultWeaponIndex();
26  proto external BaseWeaponComponent GetCurrent();
27  proto external BaseWeaponComponent GetCurrentWeapon();
28  proto external BaseWeaponComponent GetCurrentGrenade();
29  proto external WeaponSlotComponent GetCurrentSlot();
30  proto external GrenadeSlotComponent GetCurrentGrenadeSlot();
31  proto external SightsComponent GetCurrentSights();
32  proto external int GetCurrentSightsIndex();
37  proto external bool SelectWeapon(BaseWeaponComponent weapon);
39  proto external IEntity SetSlotWeapon(WeaponSlotComponent pSlot, IEntity pWeaponEntity);
41  proto external void SetVisibleAllWeapons(bool state);
42  proto external void SetVisibleCurrentWeapon(bool state);
48  proto external int GetWeaponsSlots(out notnull array<WeaponSlotComponent> outSlots);
54  proto external int GetWeaponsList(out notnull array<IEntity> outWeapons);
56  proto external bool GetCurrentMuzzleTransform(vector outMatrix[4]);
58  proto bool GetCurrentSightsTransform(out vector outWorldMatrix[4], out vector outLocalMatrix[4], out float fov);
60  proto bool GetCurrentSightsCameraTransform(out vector outLocalMatrix[4], out float fov);
61 
62  // callbacks
63 
64  event protected void OnWeaponChangeComplete(BaseWeaponComponent newWeaponSlot) { m_OnWeaponChangeCompleteInvoker.Invoke(newWeaponSlot); };
65  event protected void OnWeaponChangeStarted(BaseWeaponComponent newWeaponSlot) { m_OnWeaponChangeStartedInvoker.Invoke(newWeaponSlot); };
66 }
67 
Throw
proto external void Throw(vector vDirection, float fSpeedScale)
performs throwing
SetSlotWeapon
proto external IEntity SetSlotWeapon(WeaponSlotComponent pSlot, IEntity pWeaponEntity)
Returns the old weapon entity of the specified weapon slot.
GameComponentClass
Definition: GameComponentClass.c:7
SetVisibleAllWeapons
proto external void SetVisibleAllWeapons(bool state)
weapons visibility
GetCurrentMuzzleTransform
proto external bool GetCurrentMuzzleTransform(vector outMatrix[4])
Returns true if current weapon is valid and outputs current weapon's muzzle transformation to the giv...
WeaponSlotComponent
Definition: WeaponSlotComponent.c:12
GetWeaponsSlots
proto external int GetWeaponsSlots(out notnull array< WeaponSlotComponent > outSlots)
OnWeaponChangeComplete
event protected void OnWeaponChangeComplete(BaseWeaponComponent newWeaponSlot)
Definition: BaseWeaponManagerComponent.c:64
GetCurrent
proto external BaseWeaponComponent GetCurrent()
Returns currently selected weapon or null if none. (This can either be a weapon component directly or...
OnWeaponChangeStarted
event protected void OnWeaponChangeStarted(BaseWeaponComponent newWeaponSlot)
Definition: BaseWeaponManagerComponent.c:65
m_OnWeaponChangeStartedInvoker
ref ScriptInvoker< BaseWeaponComponent > m_OnWeaponChangeStartedInvoker
Definition: BaseWeaponManagerComponent.c:19
GetCurrentSightsCameraTransform
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...
m_OnWeaponChangeCompleteInvoker
BaseWeaponManagerComponentClass m_OnWeaponChangeCompleteInvoker
BaseWeaponComponent
Definition: BaseWeaponComponent.c:12
GetCurrentSlot
proto external WeaponSlotComponent GetCurrentSlot()
GetCurrentGrenadeSlot
proto external GrenadeSlotComponent GetCurrentGrenadeSlot()
GetOwner
IEntity GetOwner()
Owner entity of the fuel tank.
Definition: SCR_FuelNode.c:128
SelectWeapon
proto external bool SelectWeapon(BaseWeaponComponent weapon)
GetCurrentSightsIndex
proto external int GetCurrentSightsIndex()
GetWeaponsList
proto external int GetWeaponsList(out notnull array< IEntity > outWeapons)
SetVisibleCurrentWeapon
proto external void SetVisibleCurrentWeapon(bool state)
GetCurrentGrenade
proto external BaseWeaponComponent GetCurrentGrenade()
GetCurrentWeapon
proto external BaseWeaponComponent GetCurrentWeapon()
GetDefaultWeaponIndex
proto external int GetDefaultWeaponIndex()
GetCurrentSightsTransform
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 f...
GetCurrentSights
proto external SightsComponent GetCurrentSights()
BaseWeaponManagerComponentClass
Definition: BaseWeaponManagerComponent.c:12
GameComponent
Definition: GameComponent.c:12