Dayz Explorer 1.28.160049
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Weapon Member List

This is the complete list of members for Weapon, including all inherited members.

AfterStoreLoad()Weaponprotected
ApproximateWeaponLiftTransform(inout vector start, inout vector direction, HumanMovementState hms, HumanInputController hic, HumanCommandWeapons hcw, HumanCommandMove hcm, vector localVelocity="0 0 0")Weaponprotected
AssembleGun()Weaponprotected
CanChamberBullet(int muzzleIndex, Magazine mag)Weaponprotected
CanEjectBullet()Weaponprotected
CanEnterIronsights()Weaponprotected
CanFire()Weaponprotected
CanProcessAction(int action, int actionType)Weaponprotected
CanProcessWeaponEvents()Weaponprotected
CanReleaseAttachment(EntityAI attachment)Weaponprotected
CanRemoveFromHands(EntityAI parent)Weaponprotected
CreateWeaponWithAmmo(string weaponType, string magazineType="", int flags=WeaponWithAmmoFlags.CHAMBER)Weaponprotectedstatic
DEFAULT_DAMAGE_ON_SHOTWeaponprotected
DelayedValidateAndRepair()Weaponprotected
EEFired(int muzzleType, int mode, string ammoType)Weaponprotected
EEItemAttached(EntityAI item, string slot_name)Weaponprotected
EEItemDetached(EntityAI item, string slot_name)Weaponprotected
EEItemLocationChanged(notnull InventoryLocation oldLoc, notnull InventoryLocation newLoc)Weaponprotected
FillChamber(string ammoType="", int flags=WeaponWithAmmoFlags.CHAMBER)Weaponprotected
FillInnerMagazine(string ammoType="", int flags=WeaponWithAmmoFlags.CHAMBER)Weaponprotected
FillSpecificChamber(int muzzleIndex, float dmg=0, string ammoType="")Weaponprotected
ForceSyncSelectionState()Weaponprotected
GetAbility(int index)Weaponprotected
GetAbilityCount()Weaponprotected
GetApproximateAimOffsets(Blend2DVector dst, int characterStance)Weaponprotected
GetApproximateMovementOffset(vector localVelocity, int characterStance, float lean, float ud11, float lr11)Weaponprotected
GetChanceToJam()Weaponprotected
GetCurrentStableStateID()Weaponprotected
GetCurrentState()Weaponprotected
GetInternalStateID()Weaponprotected
GetMuzzleStates()Weaponprotected
GetPropertyModifierObject()Weaponprotected
GetSlotsCountCorrect()Weaponprotected
GetSyncChanceToJam()Weaponprotected
GetWasIronSight()Weaponprotected
GetWeaponAnimState()Weaponprotected
GetWeaponDOF()Weaponprotected
GetWeaponSpecificCommand(int weaponAction, int subCommand)Weaponprotected
GetWeightSpecialized(bool forceRecalc=false)Weaponprotected
HasActionAbility(int action, int actionType)Weaponprotected
HideBullet(int muzzleIndex)Weaponprotected
hit_maskWeaponprotected
InitDOFProperties(out array< float > temp_array)Weaponprotected
InitObstructionDistance()Weaponprotected
InitReliability(out array< float > reliability_array)Weaponprotected
InitShoulderDistance()Weaponprotected
InitWeaponLength()Weaponprotected
InitWeaponLiftCheckVerticalOffset()Weaponprotected
IsIdle()Weaponprotected
IsJammed()Weaponprotected
IsRemoteWeapon()Weaponprotected
IsWaitingForActionFinish()Weaponprotected
JamCheck(int muzzleIndex)Weaponprotected
LiftWeaponCheck(PlayerBase player)Weaponprotected
LoadCurrentFSMState(ParamsReadContext ctx, int version)Weaponprotected
m_abilitiesWeaponprotected
m_BayonetAttachedWeaponprotected
m_BayonetAttachmentIdxWeaponprotected
m_bulletSelectionIndexWeaponprotected
m_BurstCountWeaponprotected
m_ButtstockAttachedWeaponprotected
m_ButtstockAttachmentIdxWeaponprotected
m_ChanceToJamWeaponprotected
m_ChanceToJamSyncWeaponprotected
m_ChargedWeaponprotected
m_DelayedValidationTimerWeaponprotected
m_DmgPerShotWeaponprotected
m_DOFPropertiesWeaponprotected
m_fsmWeaponprotected
m_isJammedWeaponprotected
m_LastLiftHitWeaponprotected
m_LastLiftPositionWeaponprotected
m_LiftWeaponWeaponprotected
m_magazineSimpleSelectionIndexWeaponprotected
m_ObstructionDistanceWeaponprotected
m_PropertyModifierObjectWeaponprotected
m_ShoulderDistanceWeaponprotected
m_WasIronSightWeaponprotected
m_weaponAnimStateWeaponprotected
m_weaponHideBarrelIdxWeaponprotected
m_WeaponLengthWeaponprotected
m_WeaponLiftCheckVerticalOffsetWeaponprotected
m_WeaponOpenWeaponprotected
OnFire(int muzzle_index)Weaponprotected
OnFireModeChange(int fireMode)Weaponprotected
OnInventoryEnter(Man player)Weaponprotected
OnInventoryExit(Man player)Weaponprotected
OnItemLocationChanged(EntityAI old_owner, EntityAI new_owner)Weaponprotected
OnStoreLoad(ParamsReadContext ctx, int version)Weaponprotected
OnStoreSave(ParamsWriteContext ctx)Weaponprotected
ProcessWeaponAbortEvent(WeaponEventBase e)Weaponprotected
ProcessWeaponEvent(WeaponEventBase e)Weaponprotected
RandomizeFSMState()Weaponprotected
ResetWeaponAnimState()Weaponprotected
SaveCurrentFSMState(ParamsWriteContext ctx)Weaponprotected
SetJammed(bool value)Weaponprotected
SetWasIronSight(bool state)Weaponprotected
SetWeaponAnimState(int state)Weaponprotected
ShowBullet(int muzzleIndex)Weaponprotected
SpawnAmmo(string magazineType="", int flags=WeaponWithAmmoFlags.CHAMBER)Weaponprotected
SpawnAttachedMagazine(string magazineType="", int flags=WeaponWithAmmoFlags.CHAMBER)Weaponprotected
SpawnRecoilObject()Weaponprotected
SyncEventToRemote(WeaponEventBase e)Weaponprotected
SyncSelectionState(bool has_bullet, bool has_mag)Weaponprotected
UseWeaponObstruction(PlayerBase player, float obstructionValue, Object hitObject)Weaponprotected
ValidateAndRepair()Weaponprotected