Arma Reforger Explorer
1.1.0.42
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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Functions | |
AttachmentSlotComponentClass BaseAttachmentSlotComponentClass | SetAttachment (IEntity attachmentEntity) |
proto external IEntity | GetAttachedEntity () |
proto external BaseAttachmentType | GetAttachmentSlotType () |
proto external bool | CanSetAttachment (IEntity attachmentEntity) |
Is entity compatible to be attached to this slot? More... | |
proto external bool | IsObstructing () |
proto external bool | ShouldShowInInspection () |
Is this slot should show during inspection. More... | |
event bool | ShouldSetAttachment (IEntity attachmentEntity) |
event bool | ShouldSetResource (Resource resource) |
BaseCollimatorSightsComponentClass SightsComponentClass | SetReticleSize (float angularSize, float reticlePortion) |
proto external float | GetReticleAngularSize () |
Get the default angular size of the reticle, in degrees. More... | |
proto external float | GetReticlePortion () |
Get the default portion of the reticle that covers the given angular size. More... | |
proto external int | GetNumReticles () |
Get the number of reticle infos. More... | |
proto external bool | IsReticleValid (int index) |
Is reticle index valud. More... | |
proto external BaseCollimatorReticleInfo | GetReticleByIndex (int index) |
Get a reticle by index. More... | |
proto external int | GetCurrentReticleShape () |
Get current reticle shape. More... | |
proto external void | ReticleNextShape () |
Set the next reticle shape. This always works, but might not do anything if only one reticle is defined. More... | |
proto external void | ReticlePreviousShape () |
Set the previous reticle shape. This always works, but might not do anything if only one reticle is defined. More... | |
proto external bool | SetReticleShapeByIndex (int iIndex) |
Set reticle shape by index. Returns true if successful. More... | |
proto external int | GetNumColors () |
Get the number of reticle colors. More... | |
proto external int | IsColorValid (int index) |
Is color index valid. More... | |
proto external BaseCollimatorReticleColor | GetColorByIndex (int index) |
Get a color record by index. More... | |
proto external int | GetCurrentColor () |
Get current reticle color index. More... | |
proto external void | ReticleNextColor () |
Set the next reticle color. This always works, but might not do anything if only one or no color is defined. More... | |
proto external void | ReticlePreviousColor () |
Set the previous reticle color. This always works, but might not do anything if only one or no color is defined. More... | |
proto external bool | SetReticleColorByIndex (int iIndex) |
Set reticle color by index. Return true if successful. More... | |
event void | UpdateReticlePosition (float u, float v, float uScale, float vScale) |
Called to update the sight position U/V. More... | |
event void | OnPostInit (IEntity owner) |
Called on PostInit when all components are added. More... | |
event void | UpdateReticleShapeIndex (int index) |
Called to update the Reticle shape. More... | |
event void | UpdateReticleColor (vector inner, vector glow) |
Called to update reticle color. More... | |
event void | OnSightADSActivate () |
event void | OnSightADSDeactivated () |
Called every time the sight is deactivated. More... | |
BaseMagazineComponentClass GameComponentClass | GetOwner () |
Owner entity of the fuel tank. More... | |
proto external bool | IsUsed () |
proto external void | SetAmmoCount (int ammoCount) |
proto external int | GetAmmoCount () |
Returns the remaining ammo. More... | |
proto external int | GetMaxAmmoCount () |
Returns the maximum amount of ammo in this magazine. More... | |
proto external BaseMagazineWell | GetMagazineWell () |
proto external UIInfo | GetUIInfo () |
proto external void | ForceSightsZeroValue (vector offset, vector angles, vector turnOffset) |
Allow to override Zeroing via aim modifier (only works in Workbench) More... | |
proto external void | ForceSightsZeroValueEnablel (bool bOnOff) |
Disable forced zeroing data. More... | |
proto external bool | IsSightADSActive () |
proto external float | GetADSActivationPercentage () |
proto external float | GetADSDeactivationPercentage () |
proto external bool | AreSightsValid (bool front=true, bool rear=true) |
proto external vector | GetSightsRearPosition (bool localSpace=false) |
proto external vector | GetSightsFrontPosition (bool localSpace=false) |
proto external vector | GetSightsDirection (bool localSpace=false, bool normalize=true) |
proto external vector | GetSightsDirectionUntransformed (bool localSpace=false, bool normalize=true) |
proto external vector | GetSightsOffset () |
proto external bool | GetSightsTransform (out vector transform[4], bool localSpace=false) |
proto external float | GetFOV () |
proto external vector | GetCurrentSightsRange () |
proto external SightsFOVInfo | GetFOVInfo () |
proto external float | GetCameraRecoilAmount () |
Percentage 0...1 of recoil that should be applied to camera when using this sights component. More... | |
proto external bool | GetSightsPriority () |
Boolean indicating whether this sight component is prioritized. More... | |
proto external bool | GetSightsSkipSwitch () |
Return true if the sights can be switched to. More... | |
proto external void | SetSightsVisibility (float visFactor) |
Hide parts of the sight on ADS. 0 means completely visible, 1 means completely hidden. More... | |
event protected bool | WB_GetZeroingData (IEntity owner, BaseSightsComponent sights, float weaponAngle, out vector offset, out vector angles) |
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) |
MortarMuzzleComponentClass MuzzleInMagComponentClass | LoadMortar (IEntity shell) |
MuzzleComponentClass BaseMuzzleComponentClass | GetDefaultMagazinePrefab () |
ScriptedSightsComponentClass SightsComponentClass | OnInit (IEntity owner) |
event void | OnSightADSActivated () |
Called every time the sight is activated. More... | |
event void | OnSightADSPostFrame (IEntity owner, float timeSlice) |
event float | GetADSActivationPercentageScript () |
Called to get the ADS percentage when the sights go active. More... | |
event float | GetADSDeactivationPercentageScript () |
Called to get the ADS percentage when the sights go inactive. More... | |
WeaponAnimationComponentClass BaseItemAnimationComponentClass | GetBipod () |
proto external bool | HasBipod () |
proto external void | SetBipod (bool open, bool fastForwardAnimations=false) |
proto external void | FoldWeapon (bool fastForwardAnimations=false) |
proto external void | UnfoldWeapon (bool fastForwardAnimations=false) |
proto external bool | IsFolded () |
WeaponComponentClass BaseWeaponComponentClass | ActivateAttachments (bool active) |
Set/Clear the active flags to all attachements on this weapon. More... | |
Variables | |
BaseWeaponManagerComponentClass | m_OnWeaponChangeCompleteInvoker = new ScriptInvoker<BaseWeaponComponent>() |
ref ScriptInvoker< BaseWeaponComponent > | m_OnWeaponChangeStartedInvoker = new ScriptInvoker<BaseWeaponComponent>() |
enum EBurstType |
Enumerator | |
---|---|
BT_Uninterruptable | |
BT_Interruptable | |
BT_InterruptableAndResetting | |
BT_Uninterruptable | |
BT_Interruptable | |
BT_InterruptableAndResetting |
Definition at line 12 of file EBurstType.c.
enum EBurstType |
Enumerator | |
---|---|
BT_Uninterruptable | |
BT_Interruptable | |
BT_InterruptableAndResetting | |
BT_Uninterruptable | |
BT_Interruptable | |
BT_InterruptableAndResetting |
Definition at line 12 of file EBurstType.c.
enum ECanBeEquippedResult |
Enumerator | |
---|---|
OK | |
STANCE_TOO_LOW | |
IS_AN_EMPTY_SLOT | |
OK | |
STANCE_TOO_LOW | |
IS_AN_EMPTY_SLOT |
Definition at line 12 of file ECanBeEquippedResult.c.
enum ECanBeEquippedResult |
Enumerator | |
---|---|
OK | |
STANCE_TOO_LOW | |
IS_AN_EMPTY_SLOT | |
OK | |
STANCE_TOO_LOW | |
IS_AN_EMPTY_SLOT |
Definition at line 12 of file ECanBeEquippedResult.c.
enum EMuzzleType |
Enumerator | |
---|---|
MT_BaseMuzzle | |
MT_RPGMuzzle | |
MT_UGLMuzzle | |
MT_BaseMuzzle | |
MT_RPGMuzzle | |
MT_UGLMuzzle |
Definition at line 12 of file EMuzzleType.c.
enum EMuzzleType |
Enumerator | |
---|---|
MT_BaseMuzzle | |
MT_RPGMuzzle | |
MT_UGLMuzzle | |
MT_BaseMuzzle | |
MT_RPGMuzzle | |
MT_UGLMuzzle |
Definition at line 12 of file EMuzzleType.c.
enum EWeaponFiremodeType |
Enumerator | |
---|---|
Safety | |
Semiauto | |
Auto | |
Burst | |
Manual | |
Safety | |
Semiauto | |
Auto | |
Burst | |
Manual |
Definition at line 12 of file EWeaponFiremodeType.c.
enum EWeaponFiremodeType |
Enumerator | |
---|---|
Safety | |
Semiauto | |
Auto | |
Burst | |
Manual | |
Safety | |
Semiauto | |
Auto | |
Burst | |
Manual |
Definition at line 12 of file EWeaponFiremodeType.c.
enum EWeaponType |
Definition at line 12 of file EWeaponType.c.
enum EWeaponType |
Definition at line 12 of file EWeaponType.c.
WeaponComponentClass BaseWeaponComponentClass ActivateAttachments | ( | bool | active | ) |
Set/Clear the active flags to all attachements on this weapon.
proto external bool CanSetAttachment | ( | IEntity | attachmentEntity | ) |
Is entity compatible to be attached to this slot?
proto external void FoldWeapon | ( | bool | fastForwardAnimations = false | ) |
proto external void ForceSightsZeroValue | ( | vector | offset, |
vector | angles, | ||
vector | turnOffset | ||
) |
Allow to override Zeroing via aim modifier (only works in Workbench)
proto external void ForceSightsZeroValueEnablel | ( | bool | bOnOff | ) |
Disable forced zeroing data.
proto external float GetADSActivationPercentage | ( | ) |
event float GetADSActivationPercentageScript | ( | ) |
Called to get the ADS percentage when the sights go active.
Definition at line 34 of file ScriptedSightsComponent.c.
proto external float GetADSDeactivationPercentage | ( | ) |
event float GetADSDeactivationPercentageScript | ( | ) |
Called to get the ADS percentage when the sights go inactive.
Definition at line 36 of file ScriptedSightsComponent.c.
proto external int GetAmmoCount | ( | ) |
Returns the remaining ammo.
proto external IEntity GetAttachedEntity | ( | ) |
proto external BaseAttachmentType GetAttachmentSlotType | ( | ) |
proto external float GetCameraRecoilAmount | ( | ) |
Percentage 0...1 of recoil that should be applied to camera when using this sights component.
proto external BaseCollimatorReticleColor GetColorByIndex | ( | int | index | ) |
Get a color record by index.
proto external BaseWeaponComponent GetCurrent | ( | ) |
Returns currently selected weapon or null if none. (This can either be a weapon component directly or a slot component.)
proto external int GetCurrentColor | ( | ) |
Get current reticle color index.
proto external BaseWeaponComponent GetCurrentGrenade | ( | ) |
proto external GrenadeSlotComponent GetCurrentGrenadeSlot | ( | ) |
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.
proto external int GetCurrentReticleShape | ( | ) |
Get current reticle shape.
proto external SightsComponent GetCurrentSights | ( | ) |
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.
proto external int GetCurrentSightsIndex | ( | ) |
proto external vector GetCurrentSightsRange | ( | ) |
Returns current range info value where x: animation value y: distance z: unused
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.
proto external WeaponSlotComponent GetCurrentSlot | ( | ) |
proto external BaseWeaponComponent GetCurrentWeapon | ( | ) |
MuzzleComponentClass BaseMuzzleComponentClass GetDefaultMagazinePrefab | ( | ) |
proto external int GetDefaultWeaponIndex | ( | ) |
proto external float GetFOV | ( | ) |
Returns current value of field of view.
proto external SightsFOVInfo GetFOVInfo | ( | ) |
Returns currently selected sights FOV info or null if none.
proto external BaseMagazineWell GetMagazineWell | ( | ) |
proto external int GetMaxAmmoCount | ( | ) |
Returns the maximum amount of ammo in this magazine.
proto external int GetNumColors | ( | ) |
Get the number of reticle colors.
proto external int GetNumReticles | ( | ) |
Get the number of reticle infos.
BaseMagazineComponentClass GameComponentClass GetOwner | ( | ) |
Owner entity of the fuel tank.
Returns the entity owning the component.
Returns the entity owner of the component.
This component takes care of sending chat messages.
Returns the parent entity of this component.
Definition at line 128 of file SCR_FuelNode.c.
proto external float GetReticleAngularSize | ( | ) |
Get the default angular size of the reticle, in degrees.
proto external BaseCollimatorReticleInfo GetReticleByIndex | ( | int | index | ) |
Get a reticle by index.
proto external float GetReticlePortion | ( | ) |
Get the default portion of the reticle that covers the given angular size.
proto external vector GetSightsDirection | ( | bool | localSpace = false , |
bool | normalize = true |
||
) |
Returns a direction vector from the rear sight position to the front sight position A vector is calculated from the rear sight to the front sight in such a way that GetSightsRearPosition() + GetSightsDirection() == GetSightsFrontPosition()
localSpce | Wether returned vector is in local or world space |
normalize | Wether returned vector is normalized or not, independent of the weapon sight geometry |
proto external vector GetSightsDirectionUntransformed | ( | bool | localSpace = false , |
bool | normalize = true |
||
) |
Like GetSightsDirection, but ignores and bones associated with the sight points. This is used to get an untransformed vector which might be needed if camera/optic and turret are rotating together.
proto external vector GetSightsFrontPosition | ( | bool | localSpace = false | ) |
Returns additional sights position used for calculating zeroing A vector is calculated from start position to end position and used as direction for calculating zeroing offsets End position should be the one further from eye position than start position
localSpace | Whether returned position should be in local space or world space |
proto external vector GetSightsOffset | ( | ) |
Returns the local sights reference point offset. This corresponds to the set point info in base sights component. Returns zero vector if no point info is present.
proto external bool GetSightsPriority | ( | ) |
Boolean indicating whether this sight component is prioritized.
proto external vector GetSightsRearPosition | ( | bool | localSpace = false | ) |
Returns additional sights position used for calculating zeroing A vector is calculated from start position to end position and used as direction for calculating zeroing offsets Start position should be the one closer to eye position than end position
localSpace | Whether returned position should be in local space or world space |
proto external bool GetSightsSkipSwitch | ( | ) |
Return true if the sights can be switched to.
proto external bool GetSightsTransform | ( | out vector | transform[4], |
bool | localSpace = false |
||
) |
Returns the transform matrix of the local sights. This corresponds to the set point info in the base sights component.
transform | output Transformation matrix for the sight point |
localSpace | if true, return the local space transformation of the sights. If false, returns the transformation in world space |
proto external UIInfo GetUIInfo | ( | ) |
Definition at line 27 of file SCR_EditableEntityCampaignBuildingModeLabelSetting.c.
proto external int GetWeaponsList | ( | out notnull array< IEntity > | outWeapons | ) |
Returns the list of weapons.
outWeapons | The array where all weapons will be inserted. |
proto external int GetWeaponsSlots | ( | out notnull array< WeaponSlotComponent > | outSlots | ) |
Returns the list of slots.
outSlots | The array where all slots will be inserted. |
proto external bool HasBipod | ( | ) |
proto external bool IsFolded | ( | ) |
proto external bool IsObstructing | ( | ) |
Does this slot obstruct others? This is for example relevant if an optic slot obstructs the weapons iron sights (either built-in or attached). Example: PSO-1 scope on AK pattern rifles, or the P90 tri-rail are not obstructed by mounting an optic, while most M4-type rifles are.
proto external bool IsReticleValid | ( | int | index | ) |
Is reticle index valud.
proto external bool IsSightADSActive | ( | ) |
proto external bool IsUsed | ( | ) |
MortarMuzzleComponentClass MuzzleInMagComponentClass LoadMortar | ( | IEntity | shell | ) |
ScriptedSightsComponentClass SightsComponentClass OnInit | ( | IEntity | owner | ) |
Called during EOnInit.
owner | Entity this component is attached to. |
Definition at line 523 of file SCR_CharacterCommandHandler_Tests.c.
event void OnPostInit | ( | IEntity | owner | ) |
Called on PostInit when all components are added.
Called after all components are initialized.
owner | Entity this component is attached to. |
Returns XP reward skill
[in] | reward |
Called after all components are initialized.
owner | Entity this component is attached to. |
Returns XP reward skill
[in] | reward |
Called on PostInit when all components are added.
Called after all components are initialized.
owner | Entity this component is attached to. |
Returns XP reward skill
[in] | reward |
Called on PostInit when all components are added.
Editable Mine.
Called on PostInit when all components are added.
Called after all components are initialized.
owner | Entity this component is attached to. |
Returns XP reward skill
[in] | reward |
Editable Mine.
Called on PostInit when all components are added.
Initialises the handler by finding necessary dependencies.
[in] | owner |
Called on PostInit when all components are added.
Initialises the component by finding necessary dependencies.
[in] | owner |
Called on PostInit when all components are added.
Called after all components are initialized.
owner | Entity this component is attached to. |
Returns XP reward skill
[in] | reward |
Editable Mine.
Initialises the handler by finding necessary dependencies.
[in] | owner |
Initialises the component by finding necessary dependencies.
[in] | owner |
Called on PostInit when all components are added.
Initialises the component, the consumer and/or the container. Event called after init when all components are initialised.
[in] | owner | Entity that owns this component. |
Called on PostInit when all components are added.
Called after all components are initialized.
owner | Entity this component is attached to. |
Returns XP reward skill
[in] | reward |
Editable Mine.
Initialises the handler by finding necessary dependencies.
[in] | owner |
Initialises the component by finding necessary dependencies.
[in] | owner |
Initialises the component, the consumer and/or the container. Event called after init when all components are initialised.
[in] | owner | Entity that owns this component. |
Definition at line 72 of file SCR_AIConfigComponent.c.
event void OnSightADSActivate | ( | ) |
event void OnSightADSActivated | ( | ) |
Called every time the sight is activated.
Definition at line 40 of file SCR_2DSightsComponent.c.
event void OnSightADSDeactivated | ( | ) |
Called every time the sight is deactivated.
Definition at line 117 of file SCR_2DSightsComponent.c.
event void OnSightADSPostFrame | ( | IEntity | owner, |
float | timeSlice | ||
) |
Called on post-frame as long as sights ADS is active
owner | Entity this component is attached to. |
timeSlice | Delta time since last update. |
Definition at line 192 of file SCR_2DSightsComponent.c.
event protected void OnWeaponChangeComplete | ( | BaseWeaponComponent | newWeaponSlot | ) |
Definition at line 64 of file BaseWeaponManagerComponent.c.
event protected void OnWeaponChangeStarted | ( | BaseWeaponComponent | newWeaponSlot | ) |
Definition at line 65 of file BaseWeaponManagerComponent.c.
proto external void ReticleNextColor | ( | ) |
Set the next reticle color. This always works, but might not do anything if only one or no color is defined.
proto external void ReticleNextShape | ( | ) |
Set the next reticle shape. This always works, but might not do anything if only one reticle is defined.
proto external void ReticlePreviousColor | ( | ) |
Set the previous reticle color. This always works, but might not do anything if only one or no color is defined.
proto external void ReticlePreviousShape | ( | ) |
Set the previous reticle shape. This always works, but might not do anything if only one reticle is defined.
proto external bool SelectWeapon | ( | BaseWeaponComponent | weapon | ) |
Select the weapon passed by the parameter. Returns true if the weapon has been selected. IMPORTANT* This is not synchronized in multiplayer, it will only replicate during streams-in correctly. You will need to implement your RPC to send this command to every client.
proto external void SetAmmoCount | ( | int | ammoCount | ) |
IMPORTANT* Could only be called on the master. Set the remaining ammo.
AttachmentSlotComponentClass BaseAttachmentSlotComponentClass SetAttachment | ( | IEntity | attachmentEntity | ) |
proto external void SetBipod | ( | bool | open, |
bool | fastForwardAnimations = false |
||
) |
proto external bool SetReticleColorByIndex | ( | int | iIndex | ) |
Set reticle color by index. Return true if successful.
proto external bool SetReticleShapeByIndex | ( | int | iIndex | ) |
Set reticle shape by index. Returns true if successful.
BaseCollimatorSightsComponentClass SightsComponentClass SetReticleSize | ( | float | angularSize, |
float | reticlePortion | ||
) |
Set virtual reticle size.
angularSize | apparent angular size of the reticle, in degrees |
reticlePortion | the portion of the texture (in percent) that covers the angular size, i.e. the reticle "diameter" |
proto external void SetSightsVisibility | ( | float | visFactor | ) |
Hide parts of the sight on ADS. 0 means completely visible, 1 means completely hidden.
proto external IEntity SetSlotWeapon | ( | WeaponSlotComponent | pSlot, |
IEntity | pWeaponEntity | ||
) |
Returns the old weapon entity of the specified weapon slot.
proto external void SetVisibleAllWeapons | ( | bool | state | ) |
weapons visibility
proto external void SetVisibleCurrentWeapon | ( | bool | state | ) |
event bool ShouldSetAttachment | ( | IEntity | attachmentEntity | ) |
Definition at line 34 of file AttachmentSlotComponent.c.
event bool ShouldSetResource | ( | Resource | resource | ) |
Definition at line 35 of file AttachmentSlotComponent.c.
proto external bool ShouldShowInInspection | ( | ) |
Is this slot should show during inspection.
proto external void Throw | ( | vector | vDirection, |
float | fSpeedScale | ||
) |
performs throwing
proto external void UnfoldWeapon | ( | bool | fastForwardAnimations = false | ) |
event void UpdateReticleColor | ( | vector | inner, |
vector | glow | ||
) |
Called to update reticle color.
event void UpdateReticlePosition | ( | float | u, |
float | v, | ||
float | uScale, | ||
float | vScale | ||
) |
Called to update the sight position U/V.
event void UpdateReticleShapeIndex | ( | int | index | ) |
Called to update the Reticle shape.
event protected bool WB_GetZeroingData | ( | IEntity | owner, |
BaseSightsComponent | sights, | ||
float | weaponAngle, | ||
out vector | offset, | ||
out vector | angles | ||
) |
Positive weapon angle tilts weapon upwards (muzzle goes up, stock goes down) Negative weapon angle tilts weapon downwards (muzzle goes down, stock goes up) Called from GameCode, do not remove!
BaseWeaponManagerComponentClass m_OnWeaponChangeCompleteInvoker = new ScriptInvoker<BaseWeaponComponent>() |
ref ScriptInvoker<BaseWeaponComponent> m_OnWeaponChangeStartedInvoker = new ScriptInvoker<BaseWeaponComponent>() |
Definition at line 19 of file BaseWeaponManagerComponent.c.