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TurretControllerComponent.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
TurretControllerComponent
:
CompartmentControllerComponent
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{
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proto external
BaseCompartmentSlot
GetCompartmentSlot();
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proto external
bool
GetCanAimOnlyInADS();
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proto external
bool
IsFreeLookEnabled
();
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proto external
bool
IsWeaponADS
();
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proto external
void
SetWeaponADS(
bool
val);
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proto external
bool
GetWeaponADSInput
();
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proto external
void
SetWeaponADSInput(
bool
val);
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proto external
void
SetWeaponADSEnabled(
bool
val);
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proto external
bool
GetWeaponADSEnabled();
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proto external
ETurretReloadState
GetReloadingState();
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proto external
float
GetADSTime
();
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proto external
BaseSightsComponent
GetCurrentSights
();
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proto external
bool
GetCurrentSightsADS();
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proto external
void
SetCurrentSightsADS(
bool
on);
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proto
bool
GetCurrentSightsCameraTransform(out
vector
outWorldMatrix[4], out
float
fov);
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proto
bool
GetCurrentSightsCameraLocalTransform(out
vector
outLocalMatrix[4], out
float
fov);
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proto external
bool
AssembleTurret();
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proto external
bool
DisassembleTurret();
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proto external
bool
RemoveWeapon(
IEntity
user,
int
index
,
IEntity
receiver);
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proto external
bool
AddWeapon(
IEntity
user,
int
index
,
IEntity
weapon);
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proto external
TurretComponent
GetTurretComponent();
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proto external BaseWeaponManagerComponent GetWeaponManager();
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proto external
InventoryStorageManagerComponent
GetInventoryManager();
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proto external
bool
SelectWeapon(
IEntity
user,
BaseWeaponComponent
newWeapon);
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// Returns the reload duration in seconds.
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proto external
float
GetReloadDuration();
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// Returns the current reloading time, it goes from reload duration to 0.
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proto external
float
GetReloadTime();
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// Instantly reloads weapon with magazine
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proto external
bool
DoReloadWeaponWith(
IEntity
ammunitionEntity);
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proto external
void
SetFireWeaponWanted(
bool
val);
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proto external
void
SetAimingAngles(
float
yaw,
float
pitch);
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proto external
bool
GetIsOverridden();
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proto external
ETurretContextID
GetContextIDs();
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proto external
string
GetUniqueName();
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proto external
bool
GetUseVehicleCamera();
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proto external
void
SetWeaponInputState(
ETurretWeaponInputState
state);
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// callbacks
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event
protected
void
OnPrepareControls
(
IEntity
owner,
ActionManager
am,
float
dt,
bool
player);
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}
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index
SCR_DestructionSynchronizationComponentClass ScriptComponentClass int index
Definition
SCR_DestructionSynchronizationComponent.c:17
ActionManager
ActionManager holds information about states of registered Contexts and Actions.
Definition
ActionManager.c:14
BaseCompartmentSlot
Definition
BaseCompartmentSlot.c:2
BaseSightsComponent
Definition
BaseSightsComponent.c:13
BaseWeaponComponent
Definition
BaseWeaponComponent.c:13
CompartmentControllerComponent
Definition
CompartmentControllerComponent.c:6
IEntity
Definition
IEntity.c:13
InventoryStorageManagerComponent
Definition
InventoryStorageManagerComponent.c:13
TurretComponent
Definition
TurretComponent.c:13
TurretControllerComponent
Definition
TurretControllerComponent.c:13
TurretControllerComponent::OnPrepareControls
void OnPrepareControls(IEntity owner, ActionManager am, float dt, bool player)
vector
Definition
vector.c:13
GetADSTime
proto external float GetADSTime()
IsFreeLookEnabled
proto external bool IsFreeLookEnabled()
GetWeaponADSInput
proto external bool GetWeaponADSInput()
IsWeaponADS
proto external bool IsWeaponADS()
ETurretWeaponInputState
ETurretWeaponInputState
Definition
ETurretWeaponInputState.c:13
ETurretReloadState
ETurretReloadState
Definition
ETurretReloadState.c:13
ETurretContextID
ETurretContextID
Definition
ETurretContextID.c:13
GetCurrentSights
proto external SightsComponent GetCurrentSights()
scripts
Game
generated
Components
TurretControllerComponent.c
Generated by
1.17.0