Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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Weapon

Classes

class  AttachmentSlotComponent
class  AttachmentSlotComponentClass
class  BallisticGenerationConfig
class  BallisticTable
class  BallisticTableArray
class  BaseCollimatorReticleColor
class  BaseCollimatorReticleInfo
class  BaseCollimatorSightsComponent
class  BaseCollimatorSightsComponentClass
class  BaseEjectorInterface
class  BaseFireMode
class  BaseMagazineComponent
class  BaseMagazineComponentClass
class  BaseMagazineWell
class  BaseMuzzleComponent
class  BaseMuzzleComponentClass
class  BaseSightsComponent
class  BaseSightsComponentClass
class  BaseWeaponAimModifier
class  BaseWeaponComponent
class  BaseWeaponComponentClass
class  BaseWeaponManagerComponentClass
class  BaseWeaponStatsManagerComponentClass
class  CaseEjectingEffectComponentClass
class  CharacterGrenadeSlotComponentClass
class  CharacterHandWeaponSlotComponentClass
class  CharacterWeaponManagerComponentClass
 Uses CharacterHandWeaponSlotComponent, and switch weapon to this slot when taken into hand. More...
class  CharacterWeaponSlotComponent
class  CharacterWeaponSlotComponentClass
class  GrenadeSlotComponentClass
class  MagazineAnimationComponent
class  MagazineAnimationComponentClass
class  MagazineComponent
class  MagazineComponentClass
class  MagazineConfig
class  MortarAnimationComponent
class  MortarAnimationComponentClass
class  MortarMuzzleComponent
class  MortarMuzzleComponentClass
class  MultiFireWeaponManagerComponentClass
class  MuzzleComponent
class  MuzzleComponentClass
class  MuzzleInMagComponent
class  MuzzleInMagComponentClass
class  RocketEjectorMuzzleComponent
class  RocketEjectorMuzzleComponentClass
class  ScriptedSightsComponentClass
class  ScriptedWeaponAimModifier
class  SightRangeInfo
class  SuppressorComponentClass
class  SwayWeaponAimModifier
class  UGLAnimationComponent
class  UGLAnimationComponentClass
class  WeaponAnimationComponent
class  WeaponAnimationComponentClass
class  WeaponComponent
class  WeaponComponentClass
class  WeaponGamepadEffectsManagerComponentClass
class  WeaponSlotComponent
class  WeaponSlotComponentClass
class  ZeroGeneratorAimModifier
class  ZeroingMarkInfo

Enumerations

enum  EBurstType {
  BT_Uninterruptable , BT_Interruptable , BT_InterruptableAndResetting , BT_Uninterruptable ,
  BT_Interruptable , BT_InterruptableAndResetting
}
enum  EBurstType {
  BT_Uninterruptable , BT_Interruptable , BT_InterruptableAndResetting , BT_Uninterruptable ,
  BT_Interruptable , BT_InterruptableAndResetting
}
enum  ECanBeEquippedResult {
  OK , STANCE_TOO_LOW , IS_AN_EMPTY_SLOT , OK ,
  STANCE_TOO_LOW , IS_AN_EMPTY_SLOT
}
enum  ECanBeEquippedResult {
  OK , STANCE_TOO_LOW , IS_AN_EMPTY_SLOT , OK ,
  STANCE_TOO_LOW , IS_AN_EMPTY_SLOT
}
enum  EMuzzleType {
  MT_BaseMuzzle , MT_RPGMuzzle , MT_UGLMuzzle , MT_BaseMuzzle ,
  MT_RPGMuzzle , MT_UGLMuzzle
}
enum  EMuzzleType {
  MT_BaseMuzzle , MT_RPGMuzzle , MT_UGLMuzzle , MT_BaseMuzzle ,
  MT_RPGMuzzle , MT_UGLMuzzle
}
enum  EWeaponFiremodeType {
  Safety , Semiauto , Auto , Burst ,
  Manual , Safety , Semiauto , Auto ,
  Burst , Manual
}
enum  EWeaponFiremodeType {
  Safety , Semiauto , Auto , Burst ,
  Manual , Safety , Semiauto , Auto ,
  Burst , Manual
}
enum  EWeaponType {
  WT_NONE , WT_RIFLE , WT_GRENADELAUNCHER , WT_SNIPERRIFLE ,
  WT_ROCKETLAUNCHER , WT_MACHINEGUN , WT_HANDGUN , WT_FRAGGRENADE ,
  WT_SMOKEGRENADE , WT_AUTOCANNON , WT_COUNT , WT_NONE ,
  WT_RIFLE , WT_GRENADELAUNCHER , WT_SNIPERRIFLE , WT_ROCKETLAUNCHER ,
  WT_MACHINEGUN , WT_HANDGUN , WT_FRAGGRENADE , WT_SMOKEGRENADE ,
  WT_AUTOCANNON , WT_COUNT
}
enum  EWeaponType {
  WT_NONE , WT_RIFLE , WT_GRENADELAUNCHER , WT_SNIPERRIFLE ,
  WT_ROCKETLAUNCHER , WT_MACHINEGUN , WT_HANDGUN , WT_FRAGGRENADE ,
  WT_SMOKEGRENADE , WT_AUTOCANNON , WT_COUNT , WT_NONE ,
  WT_RIFLE , WT_GRENADELAUNCHER , WT_SNIPERRIFLE , WT_ROCKETLAUNCHER ,
  WT_MACHINEGUN , WT_HANDGUN , WT_FRAGGRENADE , WT_SMOKEGRENADE ,
  WT_AUTOCANNON , WT_COUNT
}

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.

Variables

BaseWeaponManagerComponentClass m_OnWeaponChangeCompleteInvoker = new ScriptInvoker<BaseWeaponComponent>()
ref ScriptInvoker< BaseWeaponComponentm_OnWeaponChangeStartedInvoker = new ScriptInvoker<BaseWeaponComponent>()

Detailed Description

Enumeration Type Documentation

◆ EBurstType [1/2]

enum EBurstType
Enumerator
BT_Uninterruptable 
BT_Interruptable 
BT_InterruptableAndResetting 
BT_Uninterruptable 
BT_Interruptable 
BT_InterruptableAndResetting 

Definition at line 12 of file EBurstType.c.

◆ EBurstType [2/2]

enum EBurstType
Enumerator
BT_Uninterruptable 
BT_Interruptable 
BT_InterruptableAndResetting 
BT_Uninterruptable 
BT_Interruptable 
BT_InterruptableAndResetting 

Definition at line 12 of file EBurstType.c.

◆ ECanBeEquippedResult [1/2]

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.

◆ ECanBeEquippedResult [2/2]

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.

◆ EMuzzleType [1/2]

Enumerator
MT_BaseMuzzle 
MT_RPGMuzzle 
MT_UGLMuzzle 
MT_BaseMuzzle 
MT_RPGMuzzle 
MT_UGLMuzzle 

Definition at line 12 of file EMuzzleType.c.

◆ EMuzzleType [2/2]

Enumerator
MT_BaseMuzzle 
MT_RPGMuzzle 
MT_UGLMuzzle 
MT_BaseMuzzle 
MT_RPGMuzzle 
MT_UGLMuzzle 

Definition at line 12 of file EMuzzleType.c.

◆ EWeaponFiremodeType [1/2]

Enumerator
Safety 
Semiauto 
Auto 
Burst 
Manual 
Safety 
Semiauto 
Auto 
Burst 
Manual 

Definition at line 12 of file EWeaponFiremodeType.c.

◆ EWeaponFiremodeType [2/2]

Enumerator
Safety 
Semiauto 
Auto 
Burst 
Manual 
Safety 
Semiauto 
Auto 
Burst 
Manual 

Definition at line 12 of file EWeaponFiremodeType.c.

◆ EWeaponType [1/2]

Enumerator
WT_NONE 
WT_RIFLE 
WT_GRENADELAUNCHER 
WT_SNIPERRIFLE 
WT_ROCKETLAUNCHER 
WT_MACHINEGUN 
WT_HANDGUN 
WT_FRAGGRENADE 
WT_SMOKEGRENADE 
WT_AUTOCANNON 
WT_COUNT 
WT_NONE 
WT_RIFLE 
WT_GRENADELAUNCHER 
WT_SNIPERRIFLE 
WT_ROCKETLAUNCHER 
WT_MACHINEGUN 
WT_HANDGUN 
WT_FRAGGRENADE 
WT_SMOKEGRENADE 
WT_AUTOCANNON 
WT_COUNT 

Definition at line 12 of file EWeaponType.c.

◆ EWeaponType [2/2]

Enumerator
WT_NONE 
WT_RIFLE 
WT_GRENADELAUNCHER 
WT_SNIPERRIFLE 
WT_ROCKETLAUNCHER 
WT_MACHINEGUN 
WT_HANDGUN 
WT_FRAGGRENADE 
WT_SMOKEGRENADE 
WT_AUTOCANNON 
WT_COUNT 
WT_NONE 
WT_RIFLE 
WT_GRENADELAUNCHER 
WT_SNIPERRIFLE 
WT_ROCKETLAUNCHER 
WT_MACHINEGUN 
WT_HANDGUN 
WT_FRAGGRENADE 
WT_SMOKEGRENADE 
WT_AUTOCANNON 
WT_COUNT 

Definition at line 12 of file EWeaponType.c.

Function Documentation

◆ AddMuzzleEffectOverride()

proto external bool AddMuzzleEffectOverride ( IEntity attach,
int iMuzzleIndex,
MuzzleEffectComponent muzzleEffect )

◆ ClearExtraObstructionLength()

proto external bool ClearExtraObstructionLength ( IEntity attach)

◆ ClearIsBayonet()

proto external bool ClearIsBayonet ( IEntity attach)

◆ ClearMeleeAccuracyFactor()

proto external bool ClearMeleeAccuracyFactor ( IEntity attach)

◆ ClearMeleeDamageFactor()

proto external bool ClearMeleeDamageFactor ( IEntity attach)

◆ ClearMeleeRangeFactor()

proto external bool ClearMeleeRangeFactor ( IEntity attach)

◆ ClearMuzzleDispersionFactor()

proto external bool ClearMuzzleDispersionFactor ( IEntity attach,
int iMuzzleIndex )

◆ ClearMuzzleEffectOverride()

proto external bool ClearMuzzleEffectOverride ( IEntity attach,
int iMuzzleIndex )

◆ ClearMuzzleVelocityCoefficient()

proto external bool ClearMuzzleVelocityCoefficient ( IEntity attach,
int iMuzzleIndex )

◆ ClearRecoilAngularFactors()

proto external bool ClearRecoilAngularFactors ( IEntity attach,
int iMuzzleIndex )

◆ ClearRecoilLinearFactors()

proto external bool ClearRecoilLinearFactors ( IEntity attach,
int iMuzzleIndex )

◆ ClearRecoilTurnFactors()

proto external bool ClearRecoilTurnFactors ( IEntity attach,
int iMuzzleIndex )

◆ ClearShotSoundOverride()

proto external bool ClearShotSoundOverride ( IEntity attach,
int iMuzzleIndex )

◆ GetADSActivationPercentageScript()

event float GetADSActivationPercentageScript ( )

Called to get the ADS percentage when the sights go active.

Definition at line 34 of file ScriptedSightsComponent.c.

◆ GetADSDeactivationPercentageScript()

event float GetADSDeactivationPercentageScript ( )

Called to get the ADS percentage when the sights go inactive.

Definition at line 36 of file ScriptedSightsComponent.c.

◆ GetCurrent()

proto external BaseWeaponComponent GetCurrent ( )

Returns currently selected weapon or null if none. (This can either be a weapon component directly or a slot component.).

◆ GetCurrentGrenade()

proto external BaseWeaponComponent GetCurrentGrenade ( )

◆ GetCurrentGrenadeSlot()

proto external GrenadeSlotComponent GetCurrentGrenadeSlot ( )

◆ GetCurrentMuzzleTransform()

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.

◆ GetCurrentSights()

proto external SightsComponent GetCurrentSights ( )

◆ GetCurrentSightsCameraTransform()

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.

◆ GetCurrentSightsIndex()

proto external int GetCurrentSightsIndex ( )

◆ GetCurrentSightsTransform()

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.

◆ GetCurrentSlot()

proto external WeaponSlotComponent GetCurrentSlot ( )

◆ GetCurrentWeapon()

proto external BaseWeaponComponent GetCurrentWeapon ( )

◆ GetDefaultWeaponIndex()

proto external int GetDefaultWeaponIndex ( )

◆ GetExtraObstructionLength()

proto bool GetExtraObstructionLength ( out float extraLength)

◆ GetIsBayonet()

proto bool GetIsBayonet ( out bool bIsBayonet)

◆ GetMeleeAccuracyFactor()

proto bool GetMeleeAccuracyFactor ( out float fAccuracyFactor)

◆ GetMeleeDamageFactor()

proto bool GetMeleeDamageFactor ( out float fDamageFactor)

◆ GetMeleeRangeFactor()

proto bool GetMeleeRangeFactor ( out float fRangeFactor)

◆ GetMuzzleDispersionFactor()

proto bool GetMuzzleDispersionFactor ( int iMuzzleIndex,
out float fFactor )

◆ GetMuzzleEffectOverride()

proto bool GetMuzzleEffectOverride ( int iMuzzleIndex,
out bool bOverride )

◆ GetMuzzleVelocityCoefficient()

proto bool GetMuzzleVelocityCoefficient ( int iMuzzleIndex,
out float coeff )

◆ GetNumberOfMuzzles()

proto external int GetNumberOfMuzzles ( )

◆ GetOwner()

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.

Returns
Entity this component is atached to.

Definition at line 128 of file SCR_FuelNode.c.

◆ GetRecoilAngularFactors()

proto bool GetRecoilAngularFactors ( int iMuzzleIndex,
out vector vAngularFactors )

◆ GetRecoilLinearFactors()

proto bool GetRecoilLinearFactors ( int iMuzzleIndex,
out vector vLinearFactors )

◆ GetRecoilTurnFactors()

proto bool GetRecoilTurnFactors ( int iMuzzleIndex,
out vector vTurnFactors )

◆ GetShotSound()

proto bool GetShotSound ( int iMuzzleIndex,
out bool bOveride )

◆ GetWeapons()

proto external int GetWeapons ( out notnull array< BaseWeaponComponent > outWeapons)

Returns the list of weapons. These can be either slots or weapons.

Parameters
outWeaponsThe array with all weapons managed by this manager.
Returns
The number of weapons in the list

◆ GetWeaponsList()

proto external int GetWeaponsList ( out notnull array< IEntity > outWeapons)

Returns the list of weapons.

Parameters
outWeaponsThe array where all weapons will be inserted.
Returns
The number of weapons in the list

◆ GetWeaponsSlots()

proto external int GetWeaponsSlots ( out notnull array< WeaponSlotComponent > outSlots)

Returns the list of slots.

Parameters
outSlotsThe array where all slots will be inserted.
Returns
The number of slots in the list

◆ HasAnotherSelectableWeapon()

proto external bool HasAnotherSelectableWeapon ( )

Returns false if there's no weapon that this manager can select other than the one that's already selected.

◆ OnInit()

Called during EOnInit.

Parameters
ownerEntity this component is attached to.

Definition at line 493 of file SCR_CharacterCommandHandler_Tests.c.

◆ OnSightADSActivated()

event void OnSightADSActivated ( )

Called every time the sight is activated.

Definition at line 133 of file SCR_2DSightsComponent.c.

◆ OnSightADSDeactivated()

event void OnSightADSDeactivated ( )

Called every time the sight is deactivated.

Definition at line 141 of file SCR_2DSightsComponent.c.

◆ OnSightADSPostFrame()

event void OnSightADSPostFrame ( IEntity owner,
float timeSlice )

Called on post-frame as long as sights ADS is active

Parameters
ownerEntity this component is attached to.
timeSliceDelta time since last update.

◆ OnWeaponAttachedAttachment()

event void OnWeaponAttachedAttachment ( IEntity entity,
int iMuzzleIndex )

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.

◆ OnWeaponChangeComplete()

void OnWeaponChangeComplete ( BaseWeaponComponent newWeaponSlot)
protected

Definition at line 72 of file BaseWeaponManagerComponent.c.

◆ OnWeaponChangeStarted()

void OnWeaponChangeStarted ( BaseWeaponComponent newWeaponSlot)
protected

Definition at line 73 of file BaseWeaponManagerComponent.c.

◆ OnWeaponDetachedAttachment()

event void OnWeaponDetachedAttachment ( IEntity entity,
int iMuzzleIndex )

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.

◆ SelectWeapon()

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.

◆ SetExtraObstructionLength()

proto external bool SetExtraObstructionLength ( IEntity attach,
float extraLength )

Weapon extra obstruction length.

◆ SetIsBayonet()

proto external bool SetIsBayonet ( IEntity attach,
bool bIsBayonet )

Is Bayonet. Mostly used for stabby-stabby anim.

◆ SetMeleeAccuracyFactor()

proto external bool SetMeleeAccuracyFactor ( IEntity attach,
float fAccuracyFactor )

Melee Accuracy Factor.

◆ SetMeleeDamageFactor()

proto external bool SetMeleeDamageFactor ( IEntity attach,
float fDamageFactor )

Melee Damage Factor.

◆ SetMeleeRangeFactor()

proto external bool SetMeleeRangeFactor ( IEntity attach,
float fRangeFactor )

Melee Range Factor.

◆ SetMuzzleDispersionFactor()

proto external bool SetMuzzleDispersionFactor ( IEntity attach,
int iMuzzleIndex,
float fFactor )

Dispersion Diameter.

◆ SetMuzzleEffectOverride()

proto external bool SetMuzzleEffectOverride ( IEntity attach,
int iMuzzleIndex,
bool bOverrde )

Muzzle Effects.

◆ SetMuzzleVelocityCoefficient()

proto external bool SetMuzzleVelocityCoefficient ( IEntity attach,
int iMuzzleIndex,
float muzzleCoeff )

Muzzle Velocity Coefficient.

◆ SetRecoilAngularFactors()

proto external bool SetRecoilAngularFactors ( IEntity attach,
int iMuzzleIndex,
vector vAngularFactors )

Recoil Angular Override Factors.

◆ SetRecoilLinearFactors()

proto external bool SetRecoilLinearFactors ( IEntity attach,
int iMuzzleIndex,
vector vLinearFactors )

Recoil Linear Override Factors.

◆ SetRecoilTurnFactors()

proto external bool SetRecoilTurnFactors ( IEntity attach,
int iMuzzleIndex,
vector vTurnFactors )

Recoil Turn Override Factors.

◆ SetShotSoundOverride()

proto external bool SetShotSoundOverride ( IEntity attach,
int iMuzzleIndex,
bool bOverride )

Shot Sound.

◆ SetSlotWeapon()

proto external IEntity SetSlotWeapon ( WeaponSlotComponent pSlot,
IEntity pWeaponEntity )

Returns the old weapon entity of the specified weapon slot.

◆ SetVisibleAllWeapons()

proto external void SetVisibleAllWeapons ( bool state)

weapons visibility

◆ SetVisibleCurrentWeapon()

proto external void SetVisibleCurrentWeapon ( bool state)

◆ Throw()

proto external void Throw ( vector vDirection,
float fSpeedScale )

performs throwing

Variable Documentation

◆ m_OnWeaponChangeCompleteInvoker

BaseWeaponManagerComponentClass m_OnWeaponChangeCompleteInvoker = new ScriptInvoker<BaseWeaponComponent>()

◆ m_OnWeaponChangeStartedInvoker

ref ScriptInvoker<BaseWeaponComponent> m_OnWeaponChangeStartedInvoker = new ScriptInvoker<BaseWeaponComponent>()

Definition at line 19 of file BaseWeaponManagerComponent.c.