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BaseWeaponComponent.c
Go to the documentation of this file.
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/*
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===========================================
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Do not modify, this script is generated
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===========================================
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*/
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class
BaseWeaponComponent
:
GameComponent
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{
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proto external
UIInfo
GetUIInfo
();
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proto external
string
GetWeaponSlotType();
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proto external
EWeaponType
GetWeaponType();
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proto external
int
GetMuzzlesList(out notnull array<BaseMuzzleComponent> outMuzzles);
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proto external
ECanBeEquippedResult
CanBeEquipped(CharacterControllerComponent charController);
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proto external
BaseMuzzleComponent
GetCurrentMuzzle();
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proto external
bool
IsReloadPossible();
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proto external
bool
IsChamberingNecessary();
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proto external
bool
IsChamberingPossible();
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// Magazines
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proto external
BaseMagazineComponent
GetCurrentMagazine();
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proto external
string
GetCurrentFireModeName();
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proto external
EWeaponFiremodeType
GetCurrentFireModeType();
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proto external
float
GetCurrentSightsZeroing();
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proto external
bool
GetCurrentSightsZeroingTransform(out
vector
outMat[4]);
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proto external
void
SightADSActivated();
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proto external
void
SightADSDeactivated();
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proto external
bool
IsSightADSActive();
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proto external
BaseSightsComponent
GetSights();
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proto external
BaseSightsComponent
GetAttachedSights();
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proto external
int
GetAttachments(out notnull array<AttachmentSlotComponent> outArray);
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proto external
BaseSightsComponent
GetSightsAt(
int
sightsIndex);
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proto external
bool
HasSightsAt(
int
sightsIndex);
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proto external
bool
CanSetSights(
int
sightsIndex);
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proto external
bool
CanSwitchToSights(
int
sightsIndex);
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proto external
int
FindAvailableSights();
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proto external
bool
SetSights(
int
sightsIndex);
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proto external
bool
SwitchNextSights();
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proto external
bool
SwitchPrevSights();
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proto external
bool
CanSwitchSights();
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proto external
IEntity
GetOwner
();
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proto external
float
GetInitialProjectileSpeed();
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proto external
bool
HasBipod();
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proto external
bool
GetBipod();
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proto external
void
SetBipod(
bool
deploy);
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proto external
void
SetDeploymentTriggerEffectEnabled(
bool
val);
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// callbacks
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event
void
OnWeaponActive();
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event
void
OnWeaponInactive();
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}
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GetUIInfo
SCR_UIInfo GetUIInfo()
Definition
SCR_EditableEntityCampaignBuildingModeLabelSetting.c:27
BaseMagazineComponent
Definition
BaseMagazineComponent.c:13
BaseMuzzleComponent
Definition
BaseMuzzleComponent.c:13
BaseSightsComponent
Definition
BaseSightsComponent.c:13
BaseWeaponComponent
Definition
BaseWeaponComponent.c:13
GameComponent
Definition
GameComponent.c:13
IEntity
Definition
IEntity.c:13
UIInfo
UIInfo - allows to define UI elements.
Definition
UIInfo.c:14
vector
Definition
vector.c:13
GetOwner
IEntity GetOwner()
Owner entity of the fuel tank.
Definition
SCR_FuelNode.c:128
EWeaponType
EWeaponType
Definition
EWeaponType.c:13
EWeaponFiremodeType
EWeaponFiremodeType
Definition
EWeaponFiremodeType.c:13
ECanBeEquippedResult
ECanBeEquippedResult
Definition
ECanBeEquippedResult.c:13
scripts
Game
generated
Weapon
BaseWeaponComponent.c
Generated by
1.17.0