Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
Loading...
Searching...
No Matches
BaseWeaponStatsManagerComponent.c
Go to the documentation of this file.
1/*
2===========================================
3Do not modify, this script is generated
4===========================================
5*/
6
11
15
16class BaseWeaponStatsManagerComponent: GameComponent
17{
18 proto external IEntity GetOwner();
19 proto external int GetNumberOfMuzzles();
21 proto external bool SetMuzzleVelocityCoefficient(IEntity attach, int iMuzzleIndex, float muzzleCoeff);
22 proto external bool ClearMuzzleVelocityCoefficient(IEntity attach, int iMuzzleIndex);
23 proto bool GetMuzzleVelocityCoefficient(int iMuzzleIndex, out float coeff);
25 proto external bool SetShotSoundOverride(IEntity attach, int iMuzzleIndex, bool bOverride);
26 proto external bool ClearShotSoundOverride(IEntity attach, int iMuzzleIndex);
27 proto bool GetShotSound(int iMuzzleIndex, out bool bOveride);
29 proto external bool SetMuzzleEffectOverride(IEntity attach, int iMuzzleIndex, bool bOverrde);
30 proto external bool AddMuzzleEffectOverride(IEntity attach, int iMuzzleIndex, MuzzleEffectComponent muzzleEffect);
31 proto external bool ClearMuzzleEffectOverride(IEntity attach, int iMuzzleIndex);
32 proto bool GetMuzzleEffectOverride(int iMuzzleIndex, out bool bOverride);
34 proto external bool SetMuzzleDispersionFactor(IEntity attach, int iMuzzleIndex, float fFactor);
35 proto external bool ClearMuzzleDispersionFactor(IEntity attach, int iMuzzleIndex);
36 proto bool GetMuzzleDispersionFactor(int iMuzzleIndex, out float fFactor);
38 proto external bool SetExtraObstructionLength(IEntity attach, float extraLength);
39 proto external bool ClearExtraObstructionLength(IEntity attach);
40 proto bool GetExtraObstructionLength(out float extraLength);
42 proto external bool SetIsBayonet(IEntity attach, bool bIsBayonet);
43 proto external bool ClearIsBayonet(IEntity attach);
44 proto bool GetIsBayonet(out bool bIsBayonet);
46 proto external bool SetMeleeDamageFactor(IEntity attach, float fDamageFactor);
47 proto external bool ClearMeleeDamageFactor(IEntity attach);
48 proto bool GetMeleeDamageFactor(out float fDamageFactor);
50 proto external bool SetMeleeRangeFactor(IEntity attach, float fRangeFactor);
51 proto external bool ClearMeleeRangeFactor(IEntity attach);
52 proto bool GetMeleeRangeFactor(out float fRangeFactor);
54 proto external bool SetMeleeAccuracyFactor(IEntity attach, float fAccuracyFactor);
55 proto external bool ClearMeleeAccuracyFactor(IEntity attach);
56 proto bool GetMeleeAccuracyFactor(out float fAccuracyFactor);
58 proto external bool SetRecoilLinearFactors(IEntity attach, int iMuzzleIndex, vector vLinearFactors);
59 proto external bool ClearRecoilLinearFactors(IEntity attach, int iMuzzleIndex);
60 proto bool GetRecoilLinearFactors(int iMuzzleIndex, out vector vLinearFactors);
62 proto external bool SetRecoilAngularFactors(IEntity attach, int iMuzzleIndex, vector vAngularFactors);
63 proto external bool ClearRecoilAngularFactors(IEntity attach, int iMuzzleIndex);
64 proto bool GetRecoilAngularFactors(int iMuzzleIndex, out vector vAngularFactors);
66 proto external bool SetRecoilTurnFactors(IEntity attach, int iMuzzleIndex, vector vTurnFactors);
67 proto external bool ClearRecoilTurnFactors(IEntity attach, int iMuzzleIndex);
68 proto bool GetRecoilTurnFactors(int iMuzzleIndex, out vector vTurnFactors);
69
70 // callbacks
71
77 event void OnWeaponAttachedAttachment(IEntity entity, int iMuzzleIndex);
83 event void OnWeaponDetachedAttachment(IEntity entity, int iMuzzleIndex);
84}
85
IEntity GetOwner()
Owner entity of the fuel tank.
proto bool GetShotSound(int iMuzzleIndex, out bool bOveride)
proto external bool SetRecoilTurnFactors(IEntity attach, int iMuzzleIndex, vector vTurnFactors)
Recoil Turn Override Factors.
proto external bool ClearRecoilTurnFactors(IEntity attach, int iMuzzleIndex)
proto external int GetNumberOfMuzzles()
proto bool GetIsBayonet(out bool bIsBayonet)
event void OnWeaponDetachedAttachment(IEntity entity, int iMuzzleIndex)
proto bool GetMeleeDamageFactor(out float fDamageFactor)
proto bool GetExtraObstructionLength(out float extraLength)
proto external bool SetMeleeDamageFactor(IEntity attach, float fDamageFactor)
Melee Damage Factor.
proto bool GetRecoilTurnFactors(int iMuzzleIndex, out vector vTurnFactors)
proto bool GetMeleeRangeFactor(out float fRangeFactor)
proto external bool SetMuzzleDispersionFactor(IEntity attach, int iMuzzleIndex, float fFactor)
Dispersion Diameter.
proto bool GetMuzzleEffectOverride(int iMuzzleIndex, out bool bOverride)
proto external bool SetExtraObstructionLength(IEntity attach, float extraLength)
Weapon extra obstruction length.
proto bool GetRecoilLinearFactors(int iMuzzleIndex, out vector vLinearFactors)
proto external bool ClearMuzzleVelocityCoefficient(IEntity attach, int iMuzzleIndex)
proto external bool ClearMuzzleEffectOverride(IEntity attach, int iMuzzleIndex)
proto bool GetMuzzleVelocityCoefficient(int iMuzzleIndex, out float coeff)
proto external bool SetMuzzleVelocityCoefficient(IEntity attach, int iMuzzleIndex, float muzzleCoeff)
Muzzle Velocity Coefficient.
proto external bool SetMeleeRangeFactor(IEntity attach, float fRangeFactor)
Melee Range Factor.
proto external bool ClearMuzzleDispersionFactor(IEntity attach, int iMuzzleIndex)
proto external bool ClearIsBayonet(IEntity attach)
proto external bool ClearRecoilLinearFactors(IEntity attach, int iMuzzleIndex)
proto bool GetMuzzleDispersionFactor(int iMuzzleIndex, out float fFactor)
proto external bool ClearRecoilAngularFactors(IEntity attach, int iMuzzleIndex)
proto external bool ClearMeleeDamageFactor(IEntity attach)
proto external bool SetMuzzleEffectOverride(IEntity attach, int iMuzzleIndex, bool bOverrde)
Muzzle Effects.
proto bool GetRecoilAngularFactors(int iMuzzleIndex, out vector vAngularFactors)
event void OnWeaponAttachedAttachment(IEntity entity, int iMuzzleIndex)
proto external bool SetShotSoundOverride(IEntity attach, int iMuzzleIndex, bool bOverride)
Shot Sound.
proto bool GetMeleeAccuracyFactor(out float fAccuracyFactor)
proto external bool ClearShotSoundOverride(IEntity attach, int iMuzzleIndex)
proto external bool ClearMeleeAccuracyFactor(IEntity attach)
proto external bool SetRecoilAngularFactors(IEntity attach, int iMuzzleIndex, vector vAngularFactors)
Recoil Angular Override Factors.
proto external bool SetRecoilLinearFactors(IEntity attach, int iMuzzleIndex, vector vLinearFactors)
Recoil Linear Override Factors.
proto external bool ClearExtraObstructionLength(IEntity attach)
proto external bool AddMuzzleEffectOverride(IEntity attach, int iMuzzleIndex, MuzzleEffectComponent muzzleEffect)
proto external bool SetIsBayonet(IEntity attach, bool bIsBayonet)
Is Bayonet. Mostly used for stabby-stabby anim.
proto external bool SetMeleeAccuracyFactor(IEntity attach, float fAccuracyFactor)
Melee Accuracy Factor.
proto external bool ClearMeleeRangeFactor(IEntity attach)