18 override void OnUpdate (
float dt)
27 int muzzleIndex =
m_weapon.GetCurrentMuzzle();
28 float reloadTime =
m_weapon.GetReloadTime(muzzleIndex);
30 if (
m_weapon.CanProcessWeaponEvents())
31 m_weapon.ProcessWeaponEvent(
new WeaponEventDryFireTimeout(p));
58 m_weapon.AddJunctureToAttachedMagazine(playerOwner, 100);
65 int mi =
m_weapon.GetCurrentMuzzle();
69 if (
Class.CastTo(p, e.m_player))
70 p.GetAimingModel().SetRecoil(
m_weapon);
77 override void OnUpdate (
float dt)
84 int muzzleIndex =
m_weapon.GetCurrentMuzzle();
85 float reloadTime =
m_weapon.GetReloadTime(muzzleIndex);
87 if (
m_weapon.CanProcessWeaponEvents())
88 m_weapon.ProcessWeaponEvent(
new WeaponEventReloadTimeout(p));
100 m_weapon.ClearJunctureToAttachedMagazine(playerOwner);
120 int mi =
m_weapon.GetCurrentMuzzle();
124 if (
Class.CastTo(p, e.m_player))
125 p.GetAimingModel().SetRecoil(
m_weapon);
149 int mi =
m_weapon.GetCurrentMuzzle();
150 int b =
m_weapon.GetCurrentModeBurstSize(mi);
153 for (
int i = 0; i < b; i++)
158 if (
Class.CastTo(p1, e.m_player))
159 p1.GetAimingModel().SetRecoil(
m_weapon);
169 if (
Class.CastTo(p, e.m_player))
170 p.GetAimingModel().SetRecoil(
m_weapon);
175 if (mi >=
m_weapon.GetMuzzleCount() - 1)
183 override void OnUpdate (
float dt)
190 int muzzleIndex =
m_weapon.GetCurrentMuzzle();
191 float reloadTime =
m_weapon.GetReloadTime(muzzleIndex);
193 if (
m_weapon.CanProcessWeaponEvents())
194 m_weapon.ProcessWeaponEvent(
new WeaponEventReloadTimeout(p));
219 Magnum_Cylinder cylinder = Magnum_Cylinder.Cast(
m_weapon.GetAttachmentByType(Magnum_Cylinder));
220 Magnum_Ejector ejector = Magnum_Ejector.Cast(
m_weapon.GetAttachmentByType(Magnum_Ejector));
221 if(cylinder && ejector)
224 int mi =
m_weapon.GetCurrentMuzzle();
248 cylinder.SetAnimationPhase(
"Rotate_Cylinder", a );
249 ejector.SetAnimationPhase(
"Rotate_Ejector", a );
254 override void OnUpdate (
float dt)
261 int muzzleIndex =
m_weapon.GetCurrentMuzzle();
262 float reloadTime =
m_weapon.GetReloadTime(muzzleIndex);
264 if (
m_weapon.CanProcessWeaponEvents())
265 m_weapon.ProcessWeaponEvent(
new WeaponEventReloadTimeout(p));
293 int mi =
m_weapon.GetCurrentMuzzle();
298 if (
Class.CastTo(p, e.m_player))
299 p.GetAimingModel().SetRecoil(
m_weapon);
307 override void OnUpdate (
float dt)
314 int muzzleIndex =
m_weapon.GetCurrentMuzzle();
315 float reloadTime =
m_weapon.GetReloadTime(muzzleIndex);
317 if (
m_weapon.CanProcessWeaponEvents())
318 m_weapon.ProcessWeaponEvent(
new WeaponEventReloadTimeout(p));
339 int mi =
m_weapon.GetCurrentMuzzle();
350class WeaponFireAndChamberFromInnerMagazine
extends WeaponFire
359 int mi =
m_weapon.GetCurrentMuzzle();
void wpnDebugPrint(string s)
Super root of all classes in Enforce script.
signalize mechanism manipulation
simple class starting animation action specified by m_action and m_actionType
proto native CGame GetGame()
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
HandStateEquipped OnEntry
const float MAGNUM_ROTATION_POSITION_2
const float MAGNUM_ROTATION_POSITION_1
const float MAGNUM_ROTATION_POSITION_3
const float MAGNUM_ROTATION_POSITION_4
const float MAGNUM_ROTATION_POSITION_6
const float MAGNUM_ROTATION_POSITION_5
const float MAGNUM_ROTATION_POSITION_0
bool pushToChamberFromInnerMagazine(Weapon_Base weapon, int muzzleIndex)
bool pushToChamberFromAttachedMagazine(Weapon_Base weapon, int muzzleIndex)
class WeaponChambering extends WeaponStateBase IsWaitingForActionFinish
class WeaponChambering_Chamber_OnEntry extends WeaponChambering_Base OnExit
class WeaponFireWithEject extends WeaponFire m_dtAccumulator
override bool IsWaitingForActionFinish()
proto native bool TryFireWeapon(EntityAI weapon, int muzzleIndex)