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SCR_WeaponAttachmentBayonetAttributes.c
Go to the documentation of this file.
1
class
SCR_WeaponAttachmentBayonetAttributes
:
SCR_WeaponAttachmentAttributes
2
{
3
[
Attribute
(
"1"
,
UIWidgets
.CheckBox,
"Treat this attachment as a bayonet with regards to animation and sound."
)]
4
protected
bool
m_bIsBayonet
;
5
6
[
Attribute
(
"1.0"
,
UIWidgets
.EditBox,
"Damage Modifier. If this value is greater than 1.0, weapon damage is increased with this attachment."
)]
7
protected
float
m_fDamageModificationFactor
;
8
9
[
Attribute
(
"1.0"
,
UIWidgets
.EditBox,
"Range Modifier. Greater than 1 increases the range of the weapon."
)]
10
protected
float
m_fRangeModificationFactor
;
11
12
[
Attribute
(
"1.0"
,
UIWidgets
.EditBox,
"Precision modifier. Values between 0 and 1 make the attack more precise."
)]
13
protected
float
m_fPrecisionModificationFactor
;
14
15
[
Attribute
(
"0.0"
,
UIWidgets
.EditBox,
"Extra Obstruction length. Extra length for weapon obstruction test, in meters."
)]
16
protected
float
m_fExtraObstructionLength
;
17
18
override
bool
ApplyModifiers
(BaseWeaponStatsManagerComponent statsManager,
int
muzzleIndex,
IEntity
attachedEntity)
19
{
20
if
(!statsManager.SetIsBayonet(attachedEntity,
m_bIsBayonet
))
21
return
false
;
22
23
if
(!statsManager.SetExtraObstructionLength(attachedEntity,
m_fExtraObstructionLength
))
24
return
false
;
25
26
if
(!statsManager.SetMeleeDamageFactor(attachedEntity,
m_fDamageModificationFactor
))
27
return
false
;
28
29
if
(!statsManager.SetMeleeRangeFactor(attachedEntity,
m_fRangeModificationFactor
))
30
return
false
;
31
32
if
(!statsManager.SetMeleeAccuracyFactor(attachedEntity,
m_fPrecisionModificationFactor
))
33
return
false
;
34
35
return
true
;
36
}
37
38
override
void
ClearModifiers
(BaseWeaponStatsManagerComponent statsManager,
int
muzzleIndex,
IEntity
attachedEntity)
39
{
40
statsManager.ClearIsBayonet(attachedEntity);
41
statsManager.ClearExtraObstructionLength(attachedEntity);
42
statsManager.ClearMeleeDamageFactor(attachedEntity);
43
statsManager.ClearMeleeRangeFactor(attachedEntity);
44
statsManager.ClearMeleeAccuracyFactor(attachedEntity);
45
}
46
}
IEntity
Definition
IEntity.c:13
SCR_WeaponAttachmentAttributes
Definition
SCR_WeaponAttachmentAttributes.c:2
SCR_WeaponAttachmentBayonetAttributes
Definition
SCR_WeaponAttachmentBayonetAttributes.c:2
SCR_WeaponAttachmentBayonetAttributes::m_bIsBayonet
bool m_bIsBayonet
Definition
SCR_WeaponAttachmentBayonetAttributes.c:4
SCR_WeaponAttachmentBayonetAttributes::m_fDamageModificationFactor
float m_fDamageModificationFactor
Definition
SCR_WeaponAttachmentBayonetAttributes.c:7
SCR_WeaponAttachmentBayonetAttributes::m_fPrecisionModificationFactor
float m_fPrecisionModificationFactor
Definition
SCR_WeaponAttachmentBayonetAttributes.c:13
SCR_WeaponAttachmentBayonetAttributes::m_fRangeModificationFactor
float m_fRangeModificationFactor
Definition
SCR_WeaponAttachmentBayonetAttributes.c:10
SCR_WeaponAttachmentBayonetAttributes::m_fExtraObstructionLength
float m_fExtraObstructionLength
Definition
SCR_WeaponAttachmentBayonetAttributes.c:16
SCR_WeaponAttachmentBayonetAttributes::ApplyModifiers
override bool ApplyModifiers(BaseWeaponStatsManagerComponent statsManager, int muzzleIndex, IEntity attachedEntity)
Definition
SCR_WeaponAttachmentBayonetAttributes.c:18
SCR_WeaponAttachmentBayonetAttributes::ClearModifiers
override void ClearModifiers(BaseWeaponStatsManagerComponent statsManager, int muzzleIndex, IEntity attachedEntity)
Definition
SCR_WeaponAttachmentBayonetAttributes.c:38
UIWidgets
Definition
attributes.c:40
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
scripts
Game
Inventory
SCR_WeaponAttachmentBayonetAttributes.c
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1.17.0