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Dayz Explorer 1.28.160049
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This is the complete list of members for Weapon, including all inherited members.
| AfterStoreLoad() | Weapon | protected |
| ApproximateWeaponLiftTransform(inout vector start, inout vector direction, HumanMovementState hms, HumanInputController hic, HumanCommandWeapons hcw, HumanCommandMove hcm, vector localVelocity="0 0 0") | Weapon | protected |
| AssembleGun() | Weapon | protected |
| CanChamberBullet(int muzzleIndex, Magazine mag) | Weapon | protected |
| CanEjectBullet() | Weapon | protected |
| CanEnterIronsights() | Weapon | protected |
| CanFire() | Weapon | protected |
| CanProcessAction(int action, int actionType) | Weapon | protected |
| CanProcessWeaponEvents() | Weapon | protected |
| CanReleaseAttachment(EntityAI attachment) | Weapon | protected |
| CanRemoveFromHands(EntityAI parent) | Weapon | protected |
| CreateWeaponWithAmmo(string weaponType, string magazineType="", int flags=WeaponWithAmmoFlags.CHAMBER) | Weapon | protectedstatic |
| DEFAULT_DAMAGE_ON_SHOT | Weapon | protected |
| DelayedValidateAndRepair() | Weapon | protected |
| EEFired(int muzzleType, int mode, string ammoType) | Weapon | protected |
| EEItemAttached(EntityAI item, string slot_name) | Weapon | protected |
| EEItemDetached(EntityAI item, string slot_name) | Weapon | protected |
| EEItemLocationChanged(notnull InventoryLocation oldLoc, notnull InventoryLocation newLoc) | Weapon | protected |
| FillChamber(string ammoType="", int flags=WeaponWithAmmoFlags.CHAMBER) | Weapon | protected |
| FillInnerMagazine(string ammoType="", int flags=WeaponWithAmmoFlags.CHAMBER) | Weapon | protected |
| FillSpecificChamber(int muzzleIndex, float dmg=0, string ammoType="") | Weapon | protected |
| ForceSyncSelectionState() | Weapon | protected |
| GetAbility(int index) | Weapon | protected |
| GetAbilityCount() | Weapon | protected |
| GetApproximateAimOffsets(Blend2DVector dst, int characterStance) | Weapon | protected |
| GetApproximateMovementOffset(vector localVelocity, int characterStance, float lean, float ud11, float lr11) | Weapon | protected |
| GetChanceToJam() | Weapon | protected |
| GetCurrentStableStateID() | Weapon | protected |
| GetCurrentState() | Weapon | protected |
| GetInternalStateID() | Weapon | protected |
| GetMuzzleStates() | Weapon | protected |
| GetPropertyModifierObject() | Weapon | protected |
| GetSlotsCountCorrect() | Weapon | protected |
| GetSyncChanceToJam() | Weapon | protected |
| GetWasIronSight() | Weapon | protected |
| GetWeaponAnimState() | Weapon | protected |
| GetWeaponDOF() | Weapon | protected |
| GetWeaponSpecificCommand(int weaponAction, int subCommand) | Weapon | protected |
| GetWeightSpecialized(bool forceRecalc=false) | Weapon | protected |
| HasActionAbility(int action, int actionType) | Weapon | protected |
| HideBullet(int muzzleIndex) | Weapon | protected |
| hit_mask | Weapon | protected |
| InitDOFProperties(out array< float > temp_array) | Weapon | protected |
| InitObstructionDistance() | Weapon | protected |
| InitReliability(out array< float > reliability_array) | Weapon | protected |
| InitShoulderDistance() | Weapon | protected |
| InitWeaponLength() | Weapon | protected |
| InitWeaponLiftCheckVerticalOffset() | Weapon | protected |
| IsIdle() | Weapon | protected |
| IsJammed() | Weapon | protected |
| IsRemoteWeapon() | Weapon | protected |
| IsWaitingForActionFinish() | Weapon | protected |
| JamCheck(int muzzleIndex) | Weapon | protected |
| LiftWeaponCheck(PlayerBase player) | Weapon | protected |
| LoadCurrentFSMState(ParamsReadContext ctx, int version) | Weapon | protected |
| m_abilities | Weapon | protected |
| m_BayonetAttached | Weapon | protected |
| m_BayonetAttachmentIdx | Weapon | protected |
| m_bulletSelectionIndex | Weapon | protected |
| m_BurstCount | Weapon | protected |
| m_ButtstockAttached | Weapon | protected |
| m_ButtstockAttachmentIdx | Weapon | protected |
| m_ChanceToJam | Weapon | protected |
| m_ChanceToJamSync | Weapon | protected |
| m_Charged | Weapon | protected |
| m_DelayedValidationTimer | Weapon | protected |
| m_DmgPerShot | Weapon | protected |
| m_DOFProperties | Weapon | protected |
| m_fsm | Weapon | protected |
| m_isJammed | Weapon | protected |
| m_LastLiftHit | Weapon | protected |
| m_LastLiftPosition | Weapon | protected |
| m_LiftWeapon | Weapon | protected |
| m_magazineSimpleSelectionIndex | Weapon | protected |
| m_ObstructionDistance | Weapon | protected |
| m_PropertyModifierObject | Weapon | protected |
| m_ShoulderDistance | Weapon | protected |
| m_WasIronSight | Weapon | protected |
| m_weaponAnimState | Weapon | protected |
| m_weaponHideBarrelIdx | Weapon | protected |
| m_WeaponLength | Weapon | protected |
| m_WeaponLiftCheckVerticalOffset | Weapon | protected |
| m_WeaponOpen | Weapon | protected |
| OnFire(int muzzle_index) | Weapon | protected |
| OnFireModeChange(int fireMode) | Weapon | protected |
| OnInventoryEnter(Man player) | Weapon | protected |
| OnInventoryExit(Man player) | Weapon | protected |
| OnItemLocationChanged(EntityAI old_owner, EntityAI new_owner) | Weapon | protected |
| OnStoreLoad(ParamsReadContext ctx, int version) | Weapon | protected |
| OnStoreSave(ParamsWriteContext ctx) | Weapon | protected |
| ProcessWeaponAbortEvent(WeaponEventBase e) | Weapon | protected |
| ProcessWeaponEvent(WeaponEventBase e) | Weapon | protected |
| RandomizeFSMState() | Weapon | protected |
| ResetWeaponAnimState() | Weapon | protected |
| SaveCurrentFSMState(ParamsWriteContext ctx) | Weapon | protected |
| SetJammed(bool value) | Weapon | protected |
| SetWasIronSight(bool state) | Weapon | protected |
| SetWeaponAnimState(int state) | Weapon | protected |
| ShowBullet(int muzzleIndex) | Weapon | protected |
| SpawnAmmo(string magazineType="", int flags=WeaponWithAmmoFlags.CHAMBER) | Weapon | protected |
| SpawnAttachedMagazine(string magazineType="", int flags=WeaponWithAmmoFlags.CHAMBER) | Weapon | protected |
| SpawnRecoilObject() | Weapon | protected |
| SyncEventToRemote(WeaponEventBase e) | Weapon | protected |
| SyncSelectionState(bool has_bullet, bool has_mag) | Weapon | protected |
| UseWeaponObstruction(PlayerBase player, float obstructionValue, Object hitObject) | Weapon | protected |
| ValidateAndRepair() | Weapon | protected |