3 [
Attribute(
desc:
"Name of the compartment for which this element should be enabled.\nLeave empty if it is meant for all compartments in this entity")]
23 super.DisplayUpdate(owner, timeSlice);
29 super.OnMuzzleChanged(weapon, muzzle, prevMuzzle);
32 #ifndef WEAPON_INFO_BLOCK_WATERFALL_EVENTS
45 #ifdef WEAPON_INFO_DEBUG_WATERFALL_EVENTS
46 Print(
"OnTurretReload_init");
47 Print(
string.Format(
" weapon: %1", weapon));
48 Print(
string.Format(
" finished: %1",
false));
60 #ifdef WEAPON_INFO_DEBUG
62 _print(
string.Format(
" weapon: %1", weapon));
63 _print(
string.Format(
" finished: %1", finished));
64 _print(
string.Format(
" turretController: %1", turretController));
81 float rldProgress = 0;
89 rldProgress =
Math.Clamp((rldDuration - rldTime) / rldDuration, 0, 1);
92 m_Widgets.m_wReloadOutline.SetMaskProgress(rldProgress);
93 m_Widgets.m_wReloadOutline.SetVisible(rldProgress > 0);
95 m_Widgets.m_wReloadBackground.SetMaskProgress(rldProgress);
96 m_Widgets.m_wReloadBackground.SetVisible(rldProgress > 0);
128 super.DisplayStartDraw(owner);
149 super.DisplayStopDraw(owner);
189 super.DisplayControlledEntityChanged(from, to);
242 SCR_2DSightsComponent sights = SCR_2DSightsComponent.Cast(
m_Turret.FindComponent(SCR_2DSightsComponent));
ArmaReforgerScripted GetGame()
EventHandlerManagerComponent m_EventHandlerManager
MenuManager m_MenuManager
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
proto external Managed FindComponent(typename typeName)
static IEntity GetLocalControlledEntity()
bool IsCurrentlyUsingWeapon(notnull BaseWeaponComponent weapon)
void OnMagazineCountChanged(BaseWeaponComponent weapon, int magazineCount, bool isGrenade)
SCR_CompartmentAccessComponent m_CompartmentAccess
void OnMagazineChanged(BaseWeaponComponent weapon, BaseMagazineComponent magazine, BaseMagazineComponent prevMagazine)
BaseWeaponManagerComponent m_WeaponManager
ref SCR_WeaponState m_WeaponState
EWeaponFeature m_eWeaponStateEvent
void OnFiremodeChanged(BaseWeaponComponent weapon, BaseMuzzleComponent muzzle, BaseFireMode firemode)
void OnZeroingChanged(BaseWeaponComponent weapon, int zeroing)
void OnWeaponChanged(BaseWeaponComponent weapon, BaseWeaponComponent prevWeapon)
void OnAmmoCountChanged(BaseWeaponComponent weapon, BaseMuzzleComponent muzzle, BaseMagazineComponent magazine, int ammoCount, bool isBarrelChambered)
ref SCR_WeaponInfoWidgets m_Widgets
void OnADSChanged(BaseWeaponComponent weapon, bool inADS)
void AddEventHandlers(IEntity owner)
override SCR_2DSightsComponent GetSights()
bool DisplayStartDrawInit(IEntity owner)
void DisplayControlledEntityChanged(IEntity from, IEntity to)
void DisplayStartDraw(IEntity owner)
TurretControllerComponent m_TurretController
void OnTurretReload(BaseWeaponComponent weapon, bool finished, TurretControllerComponent turretController)
void DisplayStopDraw(IEntity owner)
string m_sCompartmentName
void OnMuzzleChanged(BaseWeaponComponent weapon, BaseMuzzleComponent muzzle, BaseMuzzleComponent prevMuzzle)
void EvaluateCurrentCompartment(notnull BaseCompartmentSlot currentCompartment)
void RemoveEventHandlers(IEntity owner)
void DisplayUpdate(IEntity owner, float timeSlice)
void OnTurretReload_init(BaseWeaponComponent weapon)
void UpdateMagazineIndicator_Reloading(bool finished)
void OnCompartmentEntered(IEntity targetEntity, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move)
proto void Print(void var, LogLevel level=LogLevel.NORMAL)
Prints content of variable to console/log.
SCR_FieldOfViewSettings Attribute