Arma Reforger Explorer  1.1.0.42
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
Weapon

Data Structures

class  AttachmentSlotComponentClass
 
class  BallisticTable
 
class  BallisticTableArray
 
class  BaseCollimatorReticleColor
 
class  BaseCollimatorReticleInfo
 
class  BaseCollimatorSightsComponentClass
 
class  BaseFireMode
 
class  BaseMagazineComponentClass
 
class  BaseMagazineWell
 
class  BaseMuzzleComponent
 
class  BaseMuzzleComponentClass
 
class  BaseSightsComponentClass
 
class  BaseWeaponAimModifier
 
class  BaseWeaponComponent
 
class  BaseWeaponComponentClass
 
class  BaseWeaponManagerComponentClass
 
class  CaseEjectingEffectComponentClass
 
class  CharacterGrenadeSlotComponentClass
 
class  CharacterHandWeaponSlotComponentClass
 
class  CharacterWeaponManagerComponentClass
 Uses CharacterHandWeaponSlotComponent, and switch weapon to this slot when taken into hand. More...
 
class  CharacterWeaponSlotComponent
 
class  CharacterWeaponSlotComponentClass
 
class  GrenadeSlotComponentClass
 
class  MagazineAnimationComponentClass
 
class  MagazineComponentClass
 
class  MagazineConfig
 
class  MortarAnimationComponentClass
 
class  MortarMuzzleComponentClass
 
class  MuzzleComponentClass
 
class  MuzzleInMagComponentClass
 
class  ScriptedSightsComponentClass
 
class  ScriptedWeaponAimModifier
 
class  SightRangeInfo
 
class  SuppressorComponentClass
 
class  SwayWeaponAimModifier
 
class  UGLAnimationComponentClass
 
class  WeaponAnimationComponentClass
 
class  WeaponComponentClass
 
class  WeaponSlotComponent
 
class  WeaponSlotComponentClass
 
class  ZeroingMarkInfo
 

Enumerations

enum  EBurstType {
  BT_Uninterruptable, BT_Interruptable, BT_InterruptableAndResetting, BT_Uninterruptable,
  BT_Interruptable, BT_InterruptableAndResetting
}
 
enum  EBurstType {
  BT_Uninterruptable, BT_Interruptable, BT_InterruptableAndResetting, BT_Uninterruptable,
  BT_Interruptable, BT_InterruptableAndResetting
}
 
enum  ECanBeEquippedResult {
  OK, STANCE_TOO_LOW, IS_AN_EMPTY_SLOT, OK,
  STANCE_TOO_LOW, IS_AN_EMPTY_SLOT
}
 
enum  ECanBeEquippedResult {
  OK, STANCE_TOO_LOW, IS_AN_EMPTY_SLOT, OK,
  STANCE_TOO_LOW, IS_AN_EMPTY_SLOT
}
 
enum  EMuzzleType {
  MT_BaseMuzzle, MT_RPGMuzzle, MT_UGLMuzzle, MT_BaseMuzzle,
  MT_RPGMuzzle, MT_UGLMuzzle
}
 
enum  EMuzzleType {
  MT_BaseMuzzle, MT_RPGMuzzle, MT_UGLMuzzle, MT_BaseMuzzle,
  MT_RPGMuzzle, MT_UGLMuzzle
}
 
enum  EWeaponFiremodeType {
  Safety, Semiauto, Auto, Burst,
  Manual, Safety, Semiauto, Auto,
  Burst, Manual
}
 
enum  EWeaponFiremodeType {
  Safety, Semiauto, Auto, Burst,
  Manual, Safety, Semiauto, Auto,
  Burst, Manual
}
 
enum  EWeaponType {
  WT_NONE, WT_RIFLE, WT_GRENADELAUNCHER, WT_SNIPERRIFLE,
  WT_ROCKETLAUNCHER, WT_MACHINEGUN, WT_HANDGUN, WT_FRAGGRENADE,
  WT_SMOKEGRENADE, WT_COUNT, WT_NONE, WT_RIFLE,
  WT_GRENADELAUNCHER, WT_SNIPERRIFLE, WT_ROCKETLAUNCHER, WT_MACHINEGUN,
  WT_HANDGUN, WT_FRAGGRENADE, WT_SMOKEGRENADE, WT_COUNT
}
 
enum  EWeaponType {
  WT_NONE, WT_RIFLE, WT_GRENADELAUNCHER, WT_SNIPERRIFLE,
  WT_ROCKETLAUNCHER, WT_MACHINEGUN, WT_HANDGUN, WT_FRAGGRENADE,
  WT_SMOKEGRENADE, WT_COUNT, WT_NONE, WT_RIFLE,
  WT_GRENADELAUNCHER, WT_SNIPERRIFLE, WT_ROCKETLAUNCHER, WT_MACHINEGUN,
  WT_HANDGUN, WT_FRAGGRENADE, WT_SMOKEGRENADE, WT_COUNT
}
 

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< BaseWeaponComponentm_OnWeaponChangeStartedInvoker = new ScriptInvoker<BaseWeaponComponent>()
 

Detailed Description

Enumeration Type Documentation

◆ EBurstType [1/2]

enum EBurstType
Enumerator
BT_Uninterruptable 
BT_Interruptable 
BT_InterruptableAndResetting 
BT_Uninterruptable 
BT_Interruptable 
BT_InterruptableAndResetting 

Definition at line 12 of file EBurstType.c.

◆ EBurstType [2/2]

enum EBurstType
Enumerator
BT_Uninterruptable 
BT_Interruptable 
BT_InterruptableAndResetting 
BT_Uninterruptable 
BT_Interruptable 
BT_InterruptableAndResetting 

Definition at line 12 of file EBurstType.c.

◆ ECanBeEquippedResult [1/2]

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.

◆ ECanBeEquippedResult [2/2]

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.

◆ EMuzzleType [1/2]

Enumerator
MT_BaseMuzzle 
MT_RPGMuzzle 
MT_UGLMuzzle 
MT_BaseMuzzle 
MT_RPGMuzzle 
MT_UGLMuzzle 

Definition at line 12 of file EMuzzleType.c.

◆ EMuzzleType [2/2]

Enumerator
MT_BaseMuzzle 
MT_RPGMuzzle 
MT_UGLMuzzle 
MT_BaseMuzzle 
MT_RPGMuzzle 
MT_UGLMuzzle 

Definition at line 12 of file EMuzzleType.c.

◆ EWeaponFiremodeType [1/2]

Enumerator
Safety 
Semiauto 
Auto 
Burst 
Manual 
Safety 
Semiauto 
Auto 
Burst 
Manual 

Definition at line 12 of file EWeaponFiremodeType.c.

◆ EWeaponFiremodeType [2/2]

Enumerator
Safety 
Semiauto 
Auto 
Burst 
Manual 
Safety 
Semiauto 
Auto 
Burst 
Manual 

Definition at line 12 of file EWeaponFiremodeType.c.

◆ EWeaponType [1/2]

Enumerator
WT_NONE 
WT_RIFLE 
WT_GRENADELAUNCHER 
WT_SNIPERRIFLE 
WT_ROCKETLAUNCHER 
WT_MACHINEGUN 
WT_HANDGUN 
WT_FRAGGRENADE 
WT_SMOKEGRENADE 
WT_COUNT 
WT_NONE 
WT_RIFLE 
WT_GRENADELAUNCHER 
WT_SNIPERRIFLE 
WT_ROCKETLAUNCHER 
WT_MACHINEGUN 
WT_HANDGUN 
WT_FRAGGRENADE 
WT_SMOKEGRENADE 
WT_COUNT 

Definition at line 12 of file EWeaponType.c.

◆ EWeaponType [2/2]

Enumerator
WT_NONE 
WT_RIFLE 
WT_GRENADELAUNCHER 
WT_SNIPERRIFLE 
WT_ROCKETLAUNCHER 
WT_MACHINEGUN 
WT_HANDGUN 
WT_FRAGGRENADE 
WT_SMOKEGRENADE 
WT_COUNT 
WT_NONE 
WT_RIFLE 
WT_GRENADELAUNCHER 
WT_SNIPERRIFLE 
WT_ROCKETLAUNCHER 
WT_MACHINEGUN 
WT_HANDGUN 
WT_FRAGGRENADE 
WT_SMOKEGRENADE 
WT_COUNT 

Definition at line 12 of file EWeaponType.c.

Function Documentation

◆ ActivateAttachments()

WeaponComponentClass BaseWeaponComponentClass ActivateAttachments ( bool  active)

Set/Clear the active flags to all attachements on this weapon.

◆ AreSightsValid()

proto external bool AreSightsValid ( bool  front = true,
bool  rear = true 
)

◆ CanSetAttachment()

proto external bool CanSetAttachment ( IEntity  attachmentEntity)

Is entity compatible to be attached to this slot?

◆ FoldWeapon()

proto external void FoldWeapon ( bool  fastForwardAnimations = false)

◆ ForceSightsZeroValue()

proto external void ForceSightsZeroValue ( vector  offset,
vector  angles,
vector  turnOffset 
)

Allow to override Zeroing via aim modifier (only works in Workbench)

◆ ForceSightsZeroValueEnablel()

proto external void ForceSightsZeroValueEnablel ( bool  bOnOff)

Disable forced zeroing data.

◆ GetADSActivationPercentage()

proto external float GetADSActivationPercentage ( )

◆ GetADSActivationPercentageScript()

event float GetADSActivationPercentageScript ( )

Called to get the ADS percentage when the sights go active.

Definition at line 34 of file ScriptedSightsComponent.c.

◆ GetADSDeactivationPercentage()

proto external float GetADSDeactivationPercentage ( )

◆ GetADSDeactivationPercentageScript()

event float GetADSDeactivationPercentageScript ( )

Called to get the ADS percentage when the sights go inactive.

Definition at line 36 of file ScriptedSightsComponent.c.

◆ GetAmmoCount()

proto external int GetAmmoCount ( )

Returns the remaining ammo.

◆ GetAttachedEntity()

proto external IEntity GetAttachedEntity ( )

◆ GetAttachmentSlotType()

proto external BaseAttachmentType GetAttachmentSlotType ( )

◆ GetBipod()

◆ GetCameraRecoilAmount()

proto external float GetCameraRecoilAmount ( )

Percentage 0...1 of recoil that should be applied to camera when using this sights component.

◆ GetColorByIndex()

proto external BaseCollimatorReticleColor GetColorByIndex ( int  index)

Get a color record by index.

◆ GetCurrent()

proto external BaseWeaponComponent GetCurrent ( )

Returns currently selected weapon or null if none. (This can either be a weapon component directly or a slot component.)

◆ GetCurrentColor()

proto external int GetCurrentColor ( )

Get current reticle color index.

◆ GetCurrentGrenade()

proto external BaseWeaponComponent GetCurrentGrenade ( )

◆ GetCurrentGrenadeSlot()

proto external GrenadeSlotComponent GetCurrentGrenadeSlot ( )

◆ GetCurrentMuzzleTransform()

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.

◆ GetCurrentReticleShape()

proto external int GetCurrentReticleShape ( )

Get current reticle shape.

◆ GetCurrentSights()

proto external SightsComponent GetCurrentSights ( )

◆ 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 with adjusted roll angle and fov.

◆ GetCurrentSightsIndex()

proto external int GetCurrentSightsIndex ( )

◆ GetCurrentSightsRange()

proto external vector GetCurrentSightsRange ( )

Returns current range info value where x: animation value y: distance z: unused

Returns
Returns sights info values or empty vector if none.

◆ 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 fov.

◆ GetCurrentSlot()

proto external WeaponSlotComponent GetCurrentSlot ( )

◆ GetCurrentWeapon()

proto external BaseWeaponComponent GetCurrentWeapon ( )

◆ GetDefaultMagazinePrefab()

MuzzleComponentClass BaseMuzzleComponentClass GetDefaultMagazinePrefab ( )

◆ GetDefaultWeaponIndex()

proto external int GetDefaultWeaponIndex ( )

◆ GetFOV()

proto external float GetFOV ( )

Returns current value of field of view.

Returns
Current field of view value in degrees.

◆ GetFOVInfo()

proto external SightsFOVInfo GetFOVInfo ( )

Returns currently selected sights FOV info or null if none.

Returns
Current SightsFOVInfo or null if none.

◆ GetMagazineWell()

proto external BaseMagazineWell GetMagazineWell ( )

◆ GetMaxAmmoCount()

proto external int GetMaxAmmoCount ( )

Returns the maximum amount of ammo in this magazine.

◆ GetNumColors()

proto external int GetNumColors ( )

Get the number of reticle colors.

◆ GetNumReticles()

proto external int GetNumReticles ( )

Get the number of reticle infos.

◆ 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.

Returns
Entity this component is atached to.

Definition at line 128 of file SCR_FuelNode.c.

◆ GetReticleAngularSize()

proto external float GetReticleAngularSize ( )

Get the default angular size of the reticle, in degrees.

◆ GetReticleByIndex()

proto external BaseCollimatorReticleInfo GetReticleByIndex ( int  index)

Get a reticle by index.

◆ GetReticlePortion()

proto external float GetReticlePortion ( )

Get the default portion of the reticle that covers the given angular size.

◆ GetSightsDirection()

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()

Parameters
localSpceWether returned vector is in local or world space
normalizeWether returned vector is normalized or not, independent of the weapon sight geometry

◆ GetSightsDirectionUntransformed()

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.

◆ GetSightsFrontPosition()

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

Parameters
localSpaceWhether returned position should be in local space or world space

◆ GetSightsOffset()

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.

◆ GetSightsPriority()

proto external bool GetSightsPriority ( )

Boolean indicating whether this sight component is prioritized.

◆ GetSightsRearPosition()

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

Parameters
localSpaceWhether returned position should be in local space or world space

◆ GetSightsSkipSwitch()

proto external bool GetSightsSkipSwitch ( )

Return true if the sights can be switched to.

◆ GetSightsTransform()

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.

Parameters
transformoutput Transformation matrix for the sight point
localSpaceif true, return the local space transformation of the sights. If false, returns the transformation in world space
Returns
true if the point is defined, false otherwise. If this function returns false, the output matrix is undefined

◆ GetUIInfo()

proto external UIInfo GetUIInfo ( )
Returns
Get UIInfo

Definition at line 27 of file SCR_EditableEntityCampaignBuildingModeLabelSetting.c.

◆ GetWeaponsList()

proto external int GetWeaponsList ( out notnull array< IEntity >  outWeapons)

Returns the list of weapons.

Parameters
outWeaponsThe array where all weapons will be inserted.
Returns
The number of weapons in the list

◆ GetWeaponsSlots()

proto external int GetWeaponsSlots ( out notnull array< WeaponSlotComponent outSlots)

Returns the list of slots.

Parameters
outSlotsThe array where all slots will be inserted.
Returns
The number of slots in the list

◆ HasBipod()

proto external bool HasBipod ( )

◆ IsColorValid()

proto external int IsColorValid ( int  index)

Is color index valid.

◆ IsFolded()

proto external bool IsFolded ( )

◆ IsObstructing()

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.

◆ IsReticleValid()

proto external bool IsReticleValid ( int  index)

Is reticle index valud.

◆ IsSightADSActive()

proto external bool IsSightADSActive ( )

◆ IsUsed()

proto external bool IsUsed ( )

◆ LoadMortar()

◆ OnInit()

ScriptedSightsComponentClass SightsComponentClass OnInit ( IEntity  owner)

Called during EOnInit.

Parameters
ownerEntity this component is attached to.

Definition at line 523 of file SCR_CharacterCommandHandler_Tests.c.

◆ OnPostInit()

event void OnPostInit ( IEntity  owner)

Called on PostInit when all components are added.

Called after all components are initialized.

Parameters
ownerEntity this component is attached to.

Returns XP reward skill

Parameters
[in]reward
Returns

Called after all components are initialized.

Parameters
ownerEntity this component is attached to.

Returns XP reward skill

Parameters
[in]reward
Returns

Called on PostInit when all components are added.

Called after all components are initialized.

Parameters
ownerEntity this component is attached to.

Returns XP reward skill

Parameters
[in]reward
Returns

Called on PostInit when all components are added.

Editable Mine.

Called on PostInit when all components are added.

Called after all components are initialized.

Parameters
ownerEntity this component is attached to.

Returns XP reward skill

Parameters
[in]reward
Returns

Editable Mine.

Called on PostInit when all components are added.

Initialises the handler by finding necessary dependencies.

Parameters
[in]owner

Called on PostInit when all components are added.

Initialises the component by finding necessary dependencies.

Parameters
[in]owner

Called on PostInit when all components are added.

Called after all components are initialized.

Parameters
ownerEntity this component is attached to.

Returns XP reward skill

Parameters
[in]reward
Returns

Editable Mine.

Initialises the handler by finding necessary dependencies.

Parameters
[in]owner

Initialises the component by finding necessary dependencies.

Parameters
[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.

Parameters
[in]ownerEntity that owns this component.

Called on PostInit when all components are added.

Called after all components are initialized.

Parameters
ownerEntity this component is attached to.

Returns XP reward skill

Parameters
[in]reward
Returns

Editable Mine.

Initialises the handler by finding necessary dependencies.

Parameters
[in]owner

Initialises the component by finding necessary dependencies.

Parameters
[in]owner

Initialises the component, the consumer and/or the container. Event called after init when all components are initialised.

Parameters
[in]ownerEntity that owns this component.

Definition at line 72 of file SCR_AIConfigComponent.c.

◆ OnSightADSActivate()

event void OnSightADSActivate ( )

◆ OnSightADSActivated()

event void OnSightADSActivated ( )

Called every time the sight is activated.

Definition at line 40 of file SCR_2DSightsComponent.c.

◆ OnSightADSDeactivated()

event void OnSightADSDeactivated ( )

Called every time the sight is deactivated.

Definition at line 117 of file SCR_2DSightsComponent.c.

◆ OnSightADSPostFrame()

event void OnSightADSPostFrame ( IEntity  owner,
float  timeSlice 
)

Called on post-frame as long as sights ADS is active

Parameters
ownerEntity this component is attached to.
timeSliceDelta time since last update.

Definition at line 192 of file SCR_2DSightsComponent.c.

◆ OnWeaponChangeComplete()

event protected void OnWeaponChangeComplete ( BaseWeaponComponent  newWeaponSlot)

Definition at line 64 of file BaseWeaponManagerComponent.c.

◆ OnWeaponChangeStarted()

event protected void OnWeaponChangeStarted ( BaseWeaponComponent  newWeaponSlot)

Definition at line 65 of file BaseWeaponManagerComponent.c.

◆ ReticleNextColor()

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.

◆ ReticleNextShape()

proto external void ReticleNextShape ( )

Set the next reticle shape. This always works, but might not do anything if only one reticle is defined.

◆ ReticlePreviousColor()

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.

◆ ReticlePreviousShape()

proto external void ReticlePreviousShape ( )

Set the previous reticle shape. This always works, but might not do anything if only one reticle is defined.

◆ SelectWeapon()

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.

◆ SetAmmoCount()

proto external void SetAmmoCount ( int  ammoCount)

IMPORTANT* Could only be called on the master. Set the remaining ammo.

◆ SetAttachment()

AttachmentSlotComponentClass BaseAttachmentSlotComponentClass SetAttachment ( IEntity  attachmentEntity)

◆ SetBipod()

proto external void SetBipod ( bool  open,
bool  fastForwardAnimations = false 
)

◆ SetReticleColorByIndex()

proto external bool SetReticleColorByIndex ( int  iIndex)

Set reticle color by index. Return true if successful.

◆ SetReticleShapeByIndex()

proto external bool SetReticleShapeByIndex ( int  iIndex)

Set reticle shape by index. Returns true if successful.

◆ SetReticleSize()

BaseCollimatorSightsComponentClass SightsComponentClass SetReticleSize ( float  angularSize,
float  reticlePortion 
)

Set virtual reticle size.

Parameters
angularSizeapparent angular size of the reticle, in degrees
reticlePortionthe portion of the texture (in percent) that covers the angular size, i.e. the reticle "diameter"

◆ SetSightsVisibility()

proto external void SetSightsVisibility ( float  visFactor)

Hide parts of the sight on ADS. 0 means completely visible, 1 means completely hidden.

◆ SetSlotWeapon()

proto external IEntity SetSlotWeapon ( WeaponSlotComponent  pSlot,
IEntity  pWeaponEntity 
)

Returns the old weapon entity of the specified weapon slot.

◆ SetVisibleAllWeapons()

proto external void SetVisibleAllWeapons ( bool  state)

weapons visibility

◆ SetVisibleCurrentWeapon()

proto external void SetVisibleCurrentWeapon ( bool  state)

◆ ShouldSetAttachment()

event bool ShouldSetAttachment ( IEntity  attachmentEntity)

Definition at line 34 of file AttachmentSlotComponent.c.

◆ ShouldSetResource()

event bool ShouldSetResource ( Resource  resource)

Definition at line 35 of file AttachmentSlotComponent.c.

◆ ShouldShowInInspection()

proto external bool ShouldShowInInspection ( )

Is this slot should show during inspection.

◆ Throw()

proto external void Throw ( vector  vDirection,
float  fSpeedScale 
)

performs throwing

◆ UnfoldWeapon()

proto external void UnfoldWeapon ( bool  fastForwardAnimations = false)

◆ UpdateReticleColor()

event void UpdateReticleColor ( vector  inner,
vector  glow 
)

Called to update reticle color.

◆ UpdateReticlePosition()

event void UpdateReticlePosition ( float  u,
float  v,
float  uScale,
float  vScale 
)

Called to update the sight position U/V.

◆ UpdateReticleShapeIndex()

event void UpdateReticleShapeIndex ( int  index)

Called to update the Reticle shape.

◆ WB_GetZeroingData()

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!

Variable Documentation

◆ m_OnWeaponChangeCompleteInvoker

BaseWeaponManagerComponentClass m_OnWeaponChangeCompleteInvoker = new ScriptInvoker<BaseWeaponComponent>()

◆ m_OnWeaponChangeStartedInvoker

ref ScriptInvoker<BaseWeaponComponent> m_OnWeaponChangeStartedInvoker = new ScriptInvoker<BaseWeaponComponent>()

Definition at line 19 of file BaseWeaponManagerComponent.c.