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Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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Functions | |
| proto external IEntity | GetOwner () |
| Owner entity of the fuel tank. | |
| proto external void | Throw (vector vDirection, float fSpeedScale) |
| performs throwing | |
| proto external int | GetDefaultWeaponIndex () |
| proto external BaseWeaponComponent | GetCurrent () |
| Returns currently selected weapon or null if none. (This can either be a weapon component directly or a slot component.). | |
| proto external BaseWeaponComponent | GetCurrentWeapon () |
| proto external BaseWeaponComponent | GetCurrentGrenade () |
| proto external WeaponSlotComponent | GetCurrentSlot () |
| proto external GrenadeSlotComponent | GetCurrentGrenadeSlot () |
| proto external SightsComponent | GetCurrentSights () |
| proto external int | GetCurrentSightsIndex () |
| proto external bool | SelectWeapon (BaseWeaponComponent weapon) |
| proto external IEntity | SetSlotWeapon (WeaponSlotComponent pSlot, IEntity pWeaponEntity) |
| Returns the old weapon entity of the specified weapon slot. | |
| proto external bool | HasAnotherSelectableWeapon () |
| Returns false if there's no weapon that this manager can select other than the one that's already selected. | |
| proto external void | SetVisibleAllWeapons (bool state) |
| weapons visibility | |
| proto external void | SetVisibleCurrentWeapon (bool state) |
| proto external int | GetWeaponsSlots (out notnull array< WeaponSlotComponent > outSlots) |
| proto external int | GetWeapons (out notnull array< BaseWeaponComponent > outWeapons) |
| proto external int | GetWeaponsList (out notnull array< IEntity > outWeapons) |
| proto external bool | GetCurrentMuzzleTransform (vector outMatrix[4]) |
| Returns true if current weapon is valid and outputs current weapon's muzzle transformation to the given matrix. | |
| proto bool | GetCurrentSightsTransform (out vector outWorldMatrix[4], out vector outLocalMatrix[4], out float fov) |
| Returns true if current weapon is valid and has some sights data, outputs sights transformation and fov. | |
| proto bool | GetCurrentSightsCameraTransform (out vector outLocalMatrix[4], out float fov) |
| Returns true if current weapon is valid and has some sights data, outputs local sights transformation with adjusted roll angle and fov. | |
| void | OnWeaponChangeComplete (BaseWeaponComponent newWeaponSlot) |
| void | OnWeaponChangeStarted (BaseWeaponComponent newWeaponSlot) |
| proto external int | GetNumberOfMuzzles () |
| proto external bool | SetMuzzleVelocityCoefficient (IEntity attach, int iMuzzleIndex, float muzzleCoeff) |
| Muzzle Velocity Coefficient. | |
| proto external bool | ClearMuzzleVelocityCoefficient (IEntity attach, int iMuzzleIndex) |
| proto bool | GetMuzzleVelocityCoefficient (int iMuzzleIndex, out float coeff) |
| proto external bool | SetShotSoundOverride (IEntity attach, int iMuzzleIndex, bool bOverride) |
| Shot Sound. | |
| proto external bool | ClearShotSoundOverride (IEntity attach, int iMuzzleIndex) |
| proto bool | GetShotSound (int iMuzzleIndex, out bool bOveride) |
| proto external bool | SetMuzzleEffectOverride (IEntity attach, int iMuzzleIndex, bool bOverrde) |
| Muzzle Effects. | |
| proto external bool | AddMuzzleEffectOverride (IEntity attach, int iMuzzleIndex, MuzzleEffectComponent muzzleEffect) |
| proto external bool | ClearMuzzleEffectOverride (IEntity attach, int iMuzzleIndex) |
| proto bool | GetMuzzleEffectOverride (int iMuzzleIndex, out bool bOverride) |
| proto external bool | SetMuzzleDispersionFactor (IEntity attach, int iMuzzleIndex, float fFactor) |
| Dispersion Diameter. | |
| proto external bool | ClearMuzzleDispersionFactor (IEntity attach, int iMuzzleIndex) |
| proto bool | GetMuzzleDispersionFactor (int iMuzzleIndex, out float fFactor) |
| proto external bool | SetExtraObstructionLength (IEntity attach, float extraLength) |
| Weapon extra obstruction length. | |
| proto external bool | ClearExtraObstructionLength (IEntity attach) |
| proto bool | GetExtraObstructionLength (out float extraLength) |
| proto external bool | SetIsBayonet (IEntity attach, bool bIsBayonet) |
| Is Bayonet. Mostly used for stabby-stabby anim. | |
| proto external bool | ClearIsBayonet (IEntity attach) |
| proto bool | GetIsBayonet (out bool bIsBayonet) |
| proto external bool | SetMeleeDamageFactor (IEntity attach, float fDamageFactor) |
| Melee Damage Factor. | |
| proto external bool | ClearMeleeDamageFactor (IEntity attach) |
| proto bool | GetMeleeDamageFactor (out float fDamageFactor) |
| proto external bool | SetMeleeRangeFactor (IEntity attach, float fRangeFactor) |
| Melee Range Factor. | |
| proto external bool | ClearMeleeRangeFactor (IEntity attach) |
| proto bool | GetMeleeRangeFactor (out float fRangeFactor) |
| proto external bool | SetMeleeAccuracyFactor (IEntity attach, float fAccuracyFactor) |
| Melee Accuracy Factor. | |
| proto external bool | ClearMeleeAccuracyFactor (IEntity attach) |
| proto bool | GetMeleeAccuracyFactor (out float fAccuracyFactor) |
| proto external bool | SetRecoilLinearFactors (IEntity attach, int iMuzzleIndex, vector vLinearFactors) |
| Recoil Linear Override Factors. | |
| proto external bool | ClearRecoilLinearFactors (IEntity attach, int iMuzzleIndex) |
| proto bool | GetRecoilLinearFactors (int iMuzzleIndex, out vector vLinearFactors) |
| proto external bool | SetRecoilAngularFactors (IEntity attach, int iMuzzleIndex, vector vAngularFactors) |
| Recoil Angular Override Factors. | |
| proto external bool | ClearRecoilAngularFactors (IEntity attach, int iMuzzleIndex) |
| proto bool | GetRecoilAngularFactors (int iMuzzleIndex, out vector vAngularFactors) |
| proto external bool | SetRecoilTurnFactors (IEntity attach, int iMuzzleIndex, vector vTurnFactors) |
| Recoil Turn Override Factors. | |
| proto external bool | ClearRecoilTurnFactors (IEntity attach, int iMuzzleIndex) |
| proto bool | GetRecoilTurnFactors (int iMuzzleIndex, out vector vTurnFactors) |
| event void | OnWeaponAttachedAttachment (IEntity entity, int iMuzzleIndex) |
| event void | OnWeaponDetachedAttachment (IEntity entity, int iMuzzleIndex) |
| ScriptedSightsComponentClass SightsComponentClass | OnInit (IEntity owner) |
| event void | OnSightADSActivated () |
| Called every time the sight is activated. | |
| event void | OnSightADSPostFrame (IEntity owner, float timeSlice) |
| event void | OnSightADSDeactivated () |
| Called every time the sight is deactivated. | |
| event float | GetADSActivationPercentageScript () |
| Called to get the ADS percentage when the sights go active. | |
| event float | GetADSDeactivationPercentageScript () |
| Called to get the ADS percentage when the sights go inactive. | |
| enum EBurstType |
| Enumerator | |
|---|---|
| BT_Uninterruptable | |
| BT_Interruptable | |
| BT_InterruptableAndResetting | |
| BT_Uninterruptable | |
| BT_Interruptable | |
| BT_InterruptableAndResetting | |
Definition at line 12 of file EBurstType.c.
| enum EBurstType |
| Enumerator | |
|---|---|
| BT_Uninterruptable | |
| BT_Interruptable | |
| BT_InterruptableAndResetting | |
| BT_Uninterruptable | |
| BT_Interruptable | |
| BT_InterruptableAndResetting | |
Definition at line 12 of file EBurstType.c.
| enum ECanBeEquippedResult |
| Enumerator | |
|---|---|
| OK | |
| STANCE_TOO_LOW | |
| IS_AN_EMPTY_SLOT | |
| OK | |
| STANCE_TOO_LOW | |
| IS_AN_EMPTY_SLOT | |
Definition at line 12 of file ECanBeEquippedResult.c.
| enum ECanBeEquippedResult |
| Enumerator | |
|---|---|
| OK | |
| STANCE_TOO_LOW | |
| IS_AN_EMPTY_SLOT | |
| OK | |
| STANCE_TOO_LOW | |
| IS_AN_EMPTY_SLOT | |
Definition at line 12 of file ECanBeEquippedResult.c.
| enum EMuzzleType |
| Enumerator | |
|---|---|
| MT_BaseMuzzle | |
| MT_RPGMuzzle | |
| MT_UGLMuzzle | |
| MT_BaseMuzzle | |
| MT_RPGMuzzle | |
| MT_UGLMuzzle | |
Definition at line 12 of file EMuzzleType.c.
| enum EMuzzleType |
| Enumerator | |
|---|---|
| MT_BaseMuzzle | |
| MT_RPGMuzzle | |
| MT_UGLMuzzle | |
| MT_BaseMuzzle | |
| MT_RPGMuzzle | |
| MT_UGLMuzzle | |
Definition at line 12 of file EMuzzleType.c.
| enum EWeaponFiremodeType |
| Enumerator | |
|---|---|
| Safety | |
| Semiauto | |
| Auto | |
| Burst | |
| Manual | |
| Safety | |
| Semiauto | |
| Auto | |
| Burst | |
| Manual | |
Definition at line 12 of file EWeaponFiremodeType.c.
| enum EWeaponFiremodeType |
| Enumerator | |
|---|---|
| Safety | |
| Semiauto | |
| Auto | |
| Burst | |
| Manual | |
| Safety | |
| Semiauto | |
| Auto | |
| Burst | |
| Manual | |
Definition at line 12 of file EWeaponFiremodeType.c.
| enum EWeaponType |
Definition at line 12 of file EWeaponType.c.
| enum EWeaponType |
Definition at line 12 of file EWeaponType.c.
| proto external bool AddMuzzleEffectOverride | ( | IEntity | attach, |
| int | iMuzzleIndex, | ||
| MuzzleEffectComponent | muzzleEffect ) |
| event float GetADSActivationPercentageScript | ( | ) |
Called to get the ADS percentage when the sights go active.
Definition at line 34 of file ScriptedSightsComponent.c.
| event float GetADSDeactivationPercentageScript | ( | ) |
Called to get the ADS percentage when the sights go inactive.
Definition at line 36 of file ScriptedSightsComponent.c.
| proto external BaseWeaponComponent GetCurrent | ( | ) |
Returns currently selected weapon or null if none. (This can either be a weapon component directly or a slot component.).
| proto external BaseWeaponComponent GetCurrentGrenade | ( | ) |
| proto external GrenadeSlotComponent GetCurrentGrenadeSlot | ( | ) |
Returns true if current weapon is valid and outputs current weapon's muzzle transformation to the given matrix.
| proto external SightsComponent GetCurrentSights | ( | ) |
Returns true if current weapon is valid and has some sights data, outputs local sights transformation with adjusted roll angle and fov.
| proto external int GetCurrentSightsIndex | ( | ) |
| proto bool GetCurrentSightsTransform | ( | out vector | outWorldMatrix[4], |
| out vector | outLocalMatrix[4], | ||
| out float | fov ) |
Returns true if current weapon is valid and has some sights data, outputs sights transformation and fov.
| proto external WeaponSlotComponent GetCurrentSlot | ( | ) |
| proto external BaseWeaponComponent GetCurrentWeapon | ( | ) |
| proto external int GetDefaultWeaponIndex | ( | ) |
| proto external int GetNumberOfMuzzles | ( | ) |
| proto external IEntity GetOwner | ( | ) |
Owner entity of the fuel tank.
Returns the entity owning the component.
Returns the entity owner of the component.
This component takes care of sending chat messages.
Returns the parent entity of this component.
Definition at line 128 of file SCR_FuelNode.c.
| proto external int GetWeapons | ( | out notnull array< BaseWeaponComponent > | outWeapons | ) |
Returns the list of weapons. These can be either slots or weapons.
| outWeapons | The array with all weapons managed by this manager. |
Returns the list of weapons.
| outWeapons | The array where all weapons will be inserted. |
| proto external int GetWeaponsSlots | ( | out notnull array< WeaponSlotComponent > | outSlots | ) |
Returns the list of slots.
| outSlots | The array where all slots will be inserted. |
| proto external bool HasAnotherSelectableWeapon | ( | ) |
Returns false if there's no weapon that this manager can select other than the one that's already selected.
| ScriptedSightsComponentClass SightsComponentClass OnInit | ( | IEntity | owner | ) |
Called during EOnInit.
| owner | Entity this component is attached to. |
Definition at line 493 of file SCR_CharacterCommandHandler_Tests.c.
| event void OnSightADSActivated | ( | ) |
Called every time the sight is activated.
Definition at line 133 of file SCR_2DSightsComponent.c.
| event void OnSightADSDeactivated | ( | ) |
Called every time the sight is deactivated.
Definition at line 141 of file SCR_2DSightsComponent.c.
Called on post-frame as long as sights ADS is active
| owner | Entity this component is attached to. |
| timeSlice | Delta time since last update. |
Called when entity is being attached, after it was attached. iMuzzleIndex specifies the index of the muzzle it was attached to, or -1 if the entity was not attached to a muzzle
Definition at line 1 of file SCR_WeaponStatsManagerComponent.c.
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protected |
Definition at line 72 of file BaseWeaponManagerComponent.c.
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protected |
Definition at line 73 of file BaseWeaponManagerComponent.c.
Called when an entity is detached, before it is actually detached. iMuzzleIndex specifies the index of the muzzle from with it is detached from, or -1 if it wasn't attached to a muzzle.
Definition at line 27 of file SCR_WeaponStatsManagerComponent.c.
| proto external bool SelectWeapon | ( | BaseWeaponComponent | weapon | ) |
Select the weapon passed by the parameter. Returns true if the weapon has been selected. IMPORTANT* This is not synchronized in multiplayer, it will only replicate during streams-in correctly. You will need to implement your RPC to send this command to every client.
Weapon extra obstruction length.
Is Bayonet. Mostly used for stabby-stabby anim.
Melee Accuracy Factor.
Melee Damage Factor.
Dispersion Diameter.
Muzzle Effects.
| proto external bool SetMuzzleVelocityCoefficient | ( | IEntity | attach, |
| int | iMuzzleIndex, | ||
| float | muzzleCoeff ) |
Muzzle Velocity Coefficient.
| 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.
Recoil Turn Override Factors.
Shot Sound.
| proto external IEntity SetSlotWeapon | ( | WeaponSlotComponent | pSlot, |
| IEntity | pWeaponEntity ) |
Returns the old weapon entity of the specified weapon slot.
| proto external void SetVisibleAllWeapons | ( | bool | state | ) |
weapons visibility
| proto external void SetVisibleCurrentWeapon | ( | bool | state | ) |
| BaseWeaponManagerComponentClass m_OnWeaponChangeCompleteInvoker = new ScriptInvoker<BaseWeaponComponent>() |
| ref ScriptInvoker<BaseWeaponComponent> m_OnWeaponChangeStartedInvoker = new ScriptInvoker<BaseWeaponComponent>() |
Definition at line 19 of file BaseWeaponManagerComponent.c.