Dayz Explorer 1.28.160049
Loading...
Searching...
No Matches
Weapon Class Reference

script counterpart to engine's class Weapon More...

Protected Member Functions

float GetWeightSpecialized (bool forceRecalc=false)
 
void AssembleGun ()
 override on weapons with some assembly required
 
bool CanProcessAction (int action, int actionType)
 
bool HasActionAbility (int action, int actionType)
 query if weapon supports action and actionType
 
int GetAbilityCount ()
 
AbilityRecord GetAbility (int index)
 
bool CanProcessWeaponEvents ()
 
WeaponStateBase GetCurrentState ()
 returns currently active state
 
bool IsWaitingForActionFinish ()
 returns true if state machine started playing action/actionType and waits for finish
 
bool IsIdle ()
 
bool ProcessWeaponEvent (WeaponEventBase e)
 weapon's fsm handling of events @NOTE: warning: ProcessWeaponEvent can be called only within DayZPlayer::HandleWeapons (or CommandHandler)
 
bool ProcessWeaponAbortEvent (WeaponEventBase e)
 
bool CanChamberBullet (int muzzleIndex, Magazine mag)
 
void SetWeaponAnimState (int state)
 
void ResetWeaponAnimState ()
 
int GetWeaponAnimState ()
 
void EEFired (int muzzleType, int mode, string ammoType)
 
bool JamCheck (int muzzleIndex)
 
void ShowBullet (int muzzleIndex)
 
void HideBullet (int muzzleIndex)
 
bool IsJammed ()
 
bool CanEjectBullet ()
 
void SetJammed (bool value)
 
float GetSyncChanceToJam ()
 
float GetChanceToJam ()
 
void SyncSelectionState (bool has_bullet, bool has_mag)
 
void ForceSyncSelectionState ()
 
override bool OnStoreLoad (ParamsReadContext ctx, int version)
 
void SaveCurrentFSMState (ParamsWriteContext ctx)
 
bool LoadCurrentFSMState (ParamsReadContext ctx, int version)
 
override void AfterStoreLoad ()
 
override void OnStoreSave (ParamsWriteContext ctx)
 
int GetInternalStateID ()
 
int GetCurrentStableStateID ()
 tries to return identifier of current stable state (or nearest stable state if unstable state is currently running)
 
void RandomizeFSMState ()
 With the parameters given, selects a random suitable state for the FSM of the weapon @WARNING: Weapon_Base.Synchronize call might be needed, if this method is called while clients are connected.
 
array< MuzzleStateGetMuzzleStates ()
 Helper method for RandomizeFSMState.
 

Protected Attributes

const float DEFAULT_DAMAGE_ON_SHOT = 0.05
 
ref array< ref AbilityRecordm_abilities = new array<ref AbilityRecord>
 
ref WeaponFSM m_fsm
 weapon abilities
 
bool m_isJammed = false
 weapon state machine
 
bool m_LiftWeapon = false
 
bool m_BayonetAttached
 
bool m_ButtstockAttached
 
bool m_Charged = false
 
bool m_WeaponOpen = false
 
bool m_WasIronSight
 
int m_BurstCount
 
int m_BayonetAttachmentIdx
 
int m_ButtstockAttachmentIdx
 
int m_weaponAnimState = -1
 
int m_magazineSimpleSelectionIndex = -1
 animation state the weapon is in, -1 == uninitialized
 
int m_weaponHideBarrelIdx = -1
 
float m_DmgPerShot = 0
 
float m_WeaponLength
 
float m_WeaponLiftCheckVerticalOffset
 
float m_ShoulderDistance
 
float m_ObstructionDistance
 
vector m_LastLiftPosition
 
int m_LastLiftHit
 
ref array< intm_bulletSelectionIndex = new array<int>
 
ref array< floatm_DOFProperties
 
ref array< floatm_ChanceToJam = new array<float>
 
float m_ChanceToJamSync = 0
 
ref PropertyModifiers m_PropertyModifierObject
 
PhxInteractionLayers hit_mask = PhxInteractionLayers.CHARACTER | PhxInteractionLayers.BUILDING | PhxInteractionLayers.DOOR | PhxInteractionLayers.VEHICLE | PhxInteractionLayers.ROADWAY | PhxInteractionLayers.TERRAIN | PhxInteractionLayers.ITEM_SMALL | PhxInteractionLayers.ITEM_LARGE | PhxInteractionLayers.FENCE | PhxInteractionLayers.AI
 
ref Timer m_DelayedValidationTimer
 

Weapon With Ammo

Helpers for spawning ammo/magazine in weapon For the flags, either a combination of WeaponWithAmmoFlags can be used Or one of the preset 'const int' with 'SAMF_' prefix (SAMF_DEFAULT, SAMF_RNG)

bool SpawnAmmo (string magazineType="", int flags=WeaponWithAmmoFlags.CHAMBER)
 General method trying to attch magazine, fill inner magazine and fill chamber.
 
Magazine SpawnAttachedMagazine (string magazineType="", int flags=WeaponWithAmmoFlags.CHAMBER)
 Try to spawn and attach a magazine.
 
bool FillInnerMagazine (string ammoType="", int flags=WeaponWithAmmoFlags.CHAMBER)
 Try to fill the inner magazine.
 
bool FillChamber (string ammoType="", int flags=WeaponWithAmmoFlags.CHAMBER)
 Try to fill the chamber.
 
bool FillSpecificChamber (int muzzleIndex, float dmg=0, string ammoType="")
 
override int GetSlotsCountCorrect ()
 Returns number of slots for attachments corrected for weapons.
 
PropertyModifiers GetPropertyModifierObject ()
 
void OnFire (int muzzle_index)
 
void OnFireModeChange (int fireMode)
 
void DelayedValidateAndRepair ()
 
void ValidateAndRepair ()
 
override void OnInventoryEnter (Man player)
 
override void OnInventoryExit (Man player)
 
override void EEItemAttached (EntityAI item, string slot_name)
 
override void EEItemDetached (EntityAI item, string slot_name)
 
override void EEItemLocationChanged (notnull InventoryLocation oldLoc, notnull InventoryLocation newLoc)
 
override void OnItemLocationChanged (EntityAI old_owner, EntityAI new_owner)
 
override bool CanReleaseAttachment (EntityAI attachment)
 
override bool CanRemoveFromHands (EntityAI parent)
 
bool IsRemoteWeapon ()
 
void SyncEventToRemote (WeaponEventBase e)
 
RecoilBase SpawnRecoilObject ()
 
int GetWeaponSpecificCommand (int weaponAction, int subCommand)
 
bool CanFire ()
 
bool CanEnterIronsights ()
 
bool InitDOFProperties (out array< float > temp_array)
 Initializes DOF properties for weapon's ironsight/optics cameras.
 
bool InitReliability (out array< float > reliability_array)
 
bool InitWeaponLength ()
 gets weapon length from config for weaponlift raycast
 
bool InitWeaponLiftCheckVerticalOffset ()
 gets weapon vertical offset from config for weaponlift raycast
 
bool InitShoulderDistance ()
 gets approximate weapon distance from shoulder from config
 
bool InitObstructionDistance ()
 gets weapon obstruction distance from shoulder at which the weapon is fully obstructed
 
ref array< floatGetWeaponDOF ()
 
bool GetWasIronSight ()
 
void SetWasIronSight (bool state)
 
bool LiftWeaponCheck (PlayerBase player)
 
bool UseWeaponObstruction (PlayerBase player, float obstructionValue, Object hitObject)
 
void GetApproximateAimOffsets (Blend2DVector dst, int characterStance)
 
vector GetApproximateMovementOffset (vector localVelocity, int characterStance, float lean, float ud11, float lr11)
 
void ApproximateWeaponLiftTransform (inout vector start, inout vector direction, HumanMovementState hms, HumanInputController hic, HumanCommandWeapons hcw, HumanCommandMove hcm, vector localVelocity="0 0 0")
 
static Weapon_Base CreateWeaponWithAmmo (string weaponType, string magazineType="", int flags=WeaponWithAmmoFlags.CHAMBER)
 Create weapon with ammo.
 

Detailed Description

script counterpart to engine's class Weapon

Definition at line 48 of file inventoryitem.c.

Member Function Documentation

◆ AfterStoreLoad()

override void Weapon::AfterStoreLoad ( )
protected

Definition at line 612 of file weapon_base.c.

◆ ApproximateWeaponLiftTransform()

void Weapon::ApproximateWeaponLiftTransform ( inout vector start,
inout vector direction,
HumanMovementState hms,
HumanInputController hic,
HumanCommandWeapons hcw,
HumanCommandMove hcm,
vector localVelocity = "0 0 0" )
protected

Update provided start position and lift check direction to include appproximated character state.

Parameters
startRay start position, to be modified
directionRay direction

Definition at line 1570 of file weapon_base.c.

◆ AssembleGun()

void Weapon::AssembleGun ( )
protected

override on weapons with some assembly required

◆ CanChamberBullet()

bool Weapon::CanChamberBullet ( int muzzleIndex,
Magazine mag )
protected

Definition at line 324 of file weapon_base.c.

◆ CanEjectBullet()

bool Weapon::CanEjectBullet ( )
protected

Definition at line 408 of file weapon_base.c.

◆ CanEnterIronsights()

bool Weapon::CanEnterIronsights ( )
protected

Definition at line 1275 of file weapon_base.c.

◆ CanFire()

bool Weapon::CanFire ( )
protected

Definition at line 1268 of file weapon_base.c.

◆ CanProcessAction()

bool Weapon::CanProcessAction ( int action,
int actionType )
protected

Definition at line 236 of file weapon_base.c.

◆ CanProcessWeaponEvents()

bool Weapon::CanProcessWeaponEvents ( )
protected
Returns
true if weapon has running fsm

Definition at line 270 of file weapon_base.c.

◆ CanReleaseAttachment()

override bool Weapon::CanReleaseAttachment ( EntityAI attachment)
protected

Definition at line 1195 of file weapon_base.c.

◆ CanRemoveFromHands()

override bool Weapon::CanRemoveFromHands ( EntityAI parent)
protected

Definition at line 1214 of file weapon_base.c.

◆ CreateWeaponWithAmmo()

static Weapon_Base Weapon::CreateWeaponWithAmmo ( string weaponType,
string magazineType = "",
int flags = WeaponWithAmmoFlags.CHAMBER )
staticprotected

Create weapon with ammo.

Parameters
[in]weaponTypestring The weapon to create
[in]magazineTypestring The magazine to attach or ammo to load, passing in empty string will select random
[in]flagsint Setup flags, please read WeaponWithAmmoFlags
Returns
The created weapon

Definition at line 728 of file weapon_base.c.

◆ DelayedValidateAndRepair()

void Weapon::DelayedValidateAndRepair ( )
protected

Definition at line 1073 of file weapon_base.c.

◆ EEFired()

void Weapon::EEFired ( int muzzleType,
int mode,
string ammoType )
protected

Definition at line 341 of file weapon_base.c.

◆ EEItemAttached()

override void Weapon::EEItemAttached ( EntityAI item,
string slot_name )
protected

Definition at line 1116 of file weapon_base.c.

◆ EEItemDetached()

override void Weapon::EEItemDetached ( EntityAI item,
string slot_name )
protected

Definition at line 1123 of file weapon_base.c.

◆ EEItemLocationChanged()

override void Weapon::EEItemLocationChanged ( notnull InventoryLocation oldLoc,
notnull InventoryLocation newLoc )
protected

Definition at line 1130 of file weapon_base.c.

◆ FillChamber()

bool Weapon::FillChamber ( string ammoType = "",
int flags = WeaponWithAmmoFlags.CHAMBER )
protected

Try to fill the chamber.

Parameters
[in]ammoTypestring The ammo to load, passing in empty string will select random
Note
It is best to fill in the actual 'ammo', as in the ones usually prefixed by 'Bullet_', to skip searching for it
Parameters
[in]flagsint Setup flags, please read WeaponWithAmmoFlags
Returns
Whether any chamber was filled

Definition at line 929 of file weapon_base.c.

◆ FillInnerMagazine()

bool Weapon::FillInnerMagazine ( string ammoType = "",
int flags = WeaponWithAmmoFlags.CHAMBER )
protected

Try to fill the inner magazine.

Parameters
[in]ammoTypestring The ammo to load, passing in empty string will select random
Note
It is best to fill in the actual 'ammo', as in the ones usually prefixed by 'Bullet_', to skip searching for it
Parameters
[in]flagsint Setup flags, please read WeaponWithAmmoFlags
Returns
Whether any ammo was added to the gun or not

Definition at line 839 of file weapon_base.c.

◆ FillSpecificChamber()

bool Weapon::FillSpecificChamber ( int muzzleIndex,
float dmg = 0,
string ammoType = "" )
protected

Definition at line 986 of file weapon_base.c.

◆ ForceSyncSelectionState()

void Weapon::ForceSyncSelectionState ( )
protected

Definition at line 462 of file weapon_base.c.

◆ GetAbility()

AbilityRecord Weapon::GetAbility ( int index)
protected
Parameters
[in]indexindex into m_abilities storage
Returns
ability record

Definition at line 265 of file weapon_base.c.

◆ GetAbilityCount()

int Weapon::GetAbilityCount ( )
protected
Returns
number of stored abilities

Definition at line 260 of file weapon_base.c.

◆ GetApproximateAimOffsets()

void Weapon::GetApproximateAimOffsets ( Blend2DVector dst,
int characterStance )
protected

Definition at line 1476 of file weapon_base.c.

◆ GetApproximateMovementOffset()

vector Weapon::GetApproximateMovementOffset ( vector localVelocity,
int characterStance,
float lean,
float ud11,
float lr11 )
protected

Definition at line 1533 of file weapon_base.c.

◆ GetChanceToJam()

float Weapon::GetChanceToJam ( )
protected

Definition at line 411 of file weapon_base.c.

◆ GetCurrentStableStateID()

int Weapon::GetCurrentStableStateID ( )
protected

tries to return identifier of current stable state (or nearest stable state if unstable state is currently running)

Definition at line 662 of file weapon_base.c.

◆ GetCurrentState()

WeaponStateBase Weapon::GetCurrentState ( )
protected

returns currently active state

Returns
current state the FSM is in (or NULL)

Definition at line 276 of file weapon_base.c.

◆ GetInternalStateID()

int Weapon::GetInternalStateID ( )
protected

Definition at line 652 of file weapon_base.c.

◆ GetMuzzleStates()

array< MuzzleState > Weapon::GetMuzzleStates ( )
protected

Helper method for RandomizeFSMState.

Definition at line 691 of file weapon_base.c.

◆ GetPropertyModifierObject()

PropertyModifiers Weapon::GetPropertyModifierObject ( )
protected

Definition at line 1019 of file weapon_base.c.

◆ GetSlotsCountCorrect()

override int Weapon::GetSlotsCountCorrect ( )
protected

Returns number of slots for attachments corrected for weapons.

Definition at line 1011 of file weapon_base.c.

◆ GetSyncChanceToJam()

float Weapon::GetSyncChanceToJam ( )
protected

Definition at line 410 of file weapon_base.c.

◆ GetWasIronSight()

bool Weapon::GetWasIronSight ( )
protected

Definition at line 1360 of file weapon_base.c.

◆ GetWeaponAnimState()

int Weapon::GetWeaponAnimState ( )
protected

Definition at line 339 of file weapon_base.c.

◆ GetWeaponDOF()

ref array< float > Weapon::GetWeaponDOF ( )
protected

Definition at line 1355 of file weapon_base.c.

◆ GetWeaponSpecificCommand()

int Weapon::GetWeaponSpecificCommand ( int weaponAction,
int subCommand )
protected

Definition at line 1263 of file weapon_base.c.

◆ GetWeightSpecialized()

float Weapon::GetWeightSpecialized ( bool forceRecalc = false)
protected

Definition at line 173 of file weapon_base.c.

◆ HasActionAbility()

bool Weapon::HasActionAbility ( int action,
int actionType )
protected

query if weapon supports action and actionType

Parameters
[in]actionone of Human.actions (i.e. RELOAD, MECHANISM, ...)
[in]actionTypeone of Human.actionTypes (i.e. CHAMBERING_ONEBULLET_CLOSED, MECHANISM_CLOSED...)
Returns
true if weapon supports operation

Definition at line 246 of file weapon_base.c.

◆ HideBullet()

void Weapon::HideBullet ( int muzzleIndex)
protected

Definition at line 397 of file weapon_base.c.

◆ InitDOFProperties()

bool Weapon::InitDOFProperties ( out array< float > temp_array)
protected

Initializes DOF properties for weapon's ironsight/optics cameras.

Definition at line 1285 of file weapon_base.c.

◆ InitObstructionDistance()

bool Weapon::InitObstructionDistance ( )
protected

gets weapon obstruction distance from shoulder at which the weapon is fully obstructed

Definition at line 1343 of file weapon_base.c.

◆ InitReliability()

bool Weapon::InitReliability ( out array< float > reliability_array)
protected

Definition at line 1295 of file weapon_base.c.

◆ InitShoulderDistance()

bool Weapon::InitShoulderDistance ( )
protected

gets approximate weapon distance from shoulder from config

Definition at line 1330 of file weapon_base.c.

◆ InitWeaponLength()

bool Weapon::InitWeaponLength ( )
protected

gets weapon length from config for weaponlift raycast

Definition at line 1306 of file weapon_base.c.

◆ InitWeaponLiftCheckVerticalOffset()

bool Weapon::InitWeaponLiftCheckVerticalOffset ( )
protected

gets weapon vertical offset from config for weaponlift raycast

Definition at line 1318 of file weapon_base.c.

◆ IsIdle()

bool Weapon::IsIdle ( )
protected

Definition at line 286 of file weapon_base.c.

◆ IsJammed()

bool Weapon::IsJammed ( )
protected

Definition at line 407 of file weapon_base.c.

◆ IsRemoteWeapon()

bool Weapon::IsRemoteWeapon ( )
protected

Definition at line 1224 of file weapon_base.c.

◆ IsWaitingForActionFinish()

bool Weapon::IsWaitingForActionFinish ( )
protected

returns true if state machine started playing action/actionType and waits for finish

Definition at line 281 of file weapon_base.c.

◆ JamCheck()

bool Weapon::JamCheck ( int muzzleIndex)
protected

Definition at line 374 of file weapon_base.c.

◆ LiftWeaponCheck()

bool Weapon::LiftWeaponCheck ( PlayerBase player)
protected

Definition at line 1372 of file weapon_base.c.

◆ LoadCurrentFSMState()

bool Weapon::LoadCurrentFSMState ( ParamsReadContext ctx,
int version )
protected

Definition at line 579 of file weapon_base.c.

◆ OnFire()

void Weapon::OnFire ( int muzzle_index)
protected

Definition at line 1028 of file weapon_base.c.

◆ OnFireModeChange()

void Weapon::OnFireModeChange ( int fireMode)
protected

Definition at line 1056 of file weapon_base.c.

◆ OnInventoryEnter()

override void Weapon::OnInventoryEnter ( Man player)
protected

Definition at line 1092 of file weapon_base.c.

◆ OnInventoryExit()

override void Weapon::OnInventoryExit ( Man player)
protected

Definition at line 1110 of file weapon_base.c.

◆ OnItemLocationChanged()

override void Weapon::OnItemLocationChanged ( EntityAI old_owner,
EntityAI new_owner )
protected

Definition at line 1148 of file weapon_base.c.

◆ OnStoreLoad()

override bool Weapon::OnStoreLoad ( ParamsReadContext ctx,
int version )
protected

Definition at line 489 of file weapon_base.c.

◆ OnStoreSave()

override void Weapon::OnStoreSave ( ParamsWriteContext ctx)
protected

Definition at line 624 of file weapon_base.c.

◆ ProcessWeaponAbortEvent()

bool Weapon::ProcessWeaponAbortEvent ( WeaponEventBase e)
protected

@NOTE: warning: ProcessWeaponEvent can be called only within DayZPlayer::HandleWeapons (or CommandHandler)

Definition at line 315 of file weapon_base.c.

◆ ProcessWeaponEvent()

bool Weapon::ProcessWeaponEvent ( WeaponEventBase e)
protected

weapon's fsm handling of events @NOTE: warning: ProcessWeaponEvent can be called only within DayZPlayer::HandleWeapons (or CommandHandler)

Definition at line 295 of file weapon_base.c.

◆ RandomizeFSMState()

void Weapon::RandomizeFSMState ( )
protected

With the parameters given, selects a random suitable state for the FSM of the weapon @WARNING: Weapon_Base.Synchronize call might be needed, if this method is called while clients are connected.

Definition at line 675 of file weapon_base.c.

◆ ResetWeaponAnimState()

void Weapon::ResetWeaponAnimState ( )
protected

Definition at line 334 of file weapon_base.c.

◆ SaveCurrentFSMState()

void Weapon::SaveCurrentFSMState ( ParamsWriteContext ctx)
protected

Definition at line 564 of file weapon_base.c.

◆ SetJammed()

void Weapon::SetJammed ( bool value)
protected

Definition at line 409 of file weapon_base.c.

◆ SetWasIronSight()

void Weapon::SetWasIronSight ( bool state)
protected

Definition at line 1366 of file weapon_base.c.

◆ SetWeaponAnimState()

void Weapon::SetWeaponAnimState ( int state)
protected

Definition at line 329 of file weapon_base.c.

◆ ShowBullet()

void Weapon::ShowBullet ( int muzzleIndex)
protected

Definition at line 387 of file weapon_base.c.

◆ SpawnAmmo()

bool Weapon::SpawnAmmo ( string magazineType = "",
int flags = WeaponWithAmmoFlags.CHAMBER )
protected

General method trying to attch magazine, fill inner magazine and fill chamber.

Parameters
[in]magazineTypestring The magazine to attach or ammo to load, passing in empty string will select random
[in]flagsint Setup flags, please read WeaponWithAmmoFlags
Returns
whether anything was spawned or done

Definition at line 748 of file weapon_base.c.

◆ SpawnAttachedMagazine()

Magazine Weapon::SpawnAttachedMagazine ( string magazineType = "",
int flags = WeaponWithAmmoFlags.CHAMBER )
protected

Try to spawn and attach a magazine.

Parameters
[in]magazineTypestring The magazine to attach, passing in empty string will select random
[in]flagsint Setup flags, please read WeaponWithAmmoFlags
Returns
The created magazine or null

Definition at line 771 of file weapon_base.c.

◆ SpawnRecoilObject()

RecoilBase Weapon::SpawnRecoilObject ( )
protected

Definition at line 1258 of file weapon_base.c.

◆ SyncEventToRemote()

void Weapon::SyncEventToRemote ( WeaponEventBase e)
protected

Definition at line 1240 of file weapon_base.c.

◆ SyncSelectionState()

void Weapon::SyncSelectionState ( bool has_bullet,
bool has_mag )
protected

Definition at line 421 of file weapon_base.c.

◆ UseWeaponObstruction()

bool Weapon::UseWeaponObstruction ( PlayerBase player,
float obstructionValue,
Object hitObject )
protected

Returns whether this weapon can use obstruction instead of weapon lift. Implement simple conditions only (e.g. checking for attachments, weapon types, ...) to prevent possible desyncs.

Parameters
obstructionValueThe percentage of penetration into hit object
hitObjectThe object obstructing the weapon

CFGGAMEPLAY

Definition at line 1385 of file weapon_base.c.

◆ ValidateAndRepair()

void Weapon::ValidateAndRepair ( )
protected

Definition at line 1086 of file weapon_base.c.

Member Data Documentation

◆ DEFAULT_DAMAGE_ON_SHOT

const float Weapon::DEFAULT_DAMAGE_ON_SHOT = 0.05
protected

Definition at line 47 of file weapon_base.c.

◆ hit_mask

◆ m_abilities

ref array<ref AbilityRecord> Weapon::m_abilities = new array<ref AbilityRecord>
protected

Definition at line 48 of file weapon_base.c.

◆ m_BayonetAttached

bool Weapon::m_BayonetAttached
protected

Definition at line 52 of file weapon_base.c.

◆ m_BayonetAttachmentIdx

int Weapon::m_BayonetAttachmentIdx
protected

Definition at line 58 of file weapon_base.c.

◆ m_bulletSelectionIndex

ref array<int> Weapon::m_bulletSelectionIndex = new array<int>
protected

Definition at line 70 of file weapon_base.c.

◆ m_BurstCount

int Weapon::m_BurstCount
protected

Definition at line 57 of file weapon_base.c.

◆ m_ButtstockAttached

bool Weapon::m_ButtstockAttached
protected

Definition at line 53 of file weapon_base.c.

◆ m_ButtstockAttachmentIdx

int Weapon::m_ButtstockAttachmentIdx
protected

Definition at line 59 of file weapon_base.c.

◆ m_ChanceToJam

ref array<float> Weapon::m_ChanceToJam = new array<float>
protected

Definition at line 72 of file weapon_base.c.

◆ m_ChanceToJamSync

float Weapon::m_ChanceToJamSync = 0
protected

Definition at line 73 of file weapon_base.c.

◆ m_Charged

bool Weapon::m_Charged = false
protected

Definition at line 54 of file weapon_base.c.

◆ m_DelayedValidationTimer

ref Timer Weapon::m_DelayedValidationTimer
protected

Definition at line 76 of file weapon_base.c.

◆ m_DmgPerShot

float Weapon::m_DmgPerShot = 0
protected

Definition at line 63 of file weapon_base.c.

◆ m_DOFProperties

ref array<float> Weapon::m_DOFProperties
protected

Definition at line 71 of file weapon_base.c.

◆ m_fsm

ref WeaponFSM Weapon::m_fsm
protected

weapon abilities

Definition at line 49 of file weapon_base.c.

◆ m_isJammed

bool Weapon::m_isJammed = false
protected

weapon state machine

Definition at line 50 of file weapon_base.c.

◆ m_LastLiftHit

int Weapon::m_LastLiftHit
protected

Definition at line 69 of file weapon_base.c.

◆ m_LastLiftPosition

vector Weapon::m_LastLiftPosition
protected

Definition at line 68 of file weapon_base.c.

◆ m_LiftWeapon

bool Weapon::m_LiftWeapon = false
protected

Definition at line 51 of file weapon_base.c.

◆ m_magazineSimpleSelectionIndex

int Weapon::m_magazineSimpleSelectionIndex = -1
protected

animation state the weapon is in, -1 == uninitialized

Definition at line 61 of file weapon_base.c.

◆ m_ObstructionDistance

float Weapon::m_ObstructionDistance
protected

Definition at line 67 of file weapon_base.c.

◆ m_PropertyModifierObject

ref PropertyModifiers Weapon::m_PropertyModifierObject
protected

Definition at line 74 of file weapon_base.c.

◆ m_ShoulderDistance

float Weapon::m_ShoulderDistance
protected

Definition at line 66 of file weapon_base.c.

◆ m_WasIronSight

bool Weapon::m_WasIronSight
protected

Definition at line 56 of file weapon_base.c.

◆ m_weaponAnimState

int Weapon::m_weaponAnimState = -1
protected

Definition at line 60 of file weapon_base.c.

◆ m_weaponHideBarrelIdx

int Weapon::m_weaponHideBarrelIdx = -1
protected

Definition at line 62 of file weapon_base.c.

◆ m_WeaponLength

float Weapon::m_WeaponLength
protected

Definition at line 64 of file weapon_base.c.

◆ m_WeaponLiftCheckVerticalOffset

float Weapon::m_WeaponLiftCheckVerticalOffset
protected

Definition at line 65 of file weapon_base.c.

◆ m_WeaponOpen

bool Weapon::m_WeaponOpen = false
protected

Definition at line 55 of file weapon_base.c.


The documentation for this class was generated from the following files: