41 int curr =
m_weapon.GetWeaponAnimState();
50 HumanCommandWeapons hcw = p.GetCommandModifier_Weapons();
58 Human wpnOwner = Human.Cast(
m_weapon.GetHierarchyRootPlayer());
59 HumanCommandWeapons.StaticSetInitState(wpnOwner,
m_animState);
80 m_weapon.SetCharged(!IsDischarged());
84 override void OnUpdate(
float dt)
95 override bool IsIdle() {
return true; }
97 int GetCurrentStateID() {
return 0; }
119 bool IsRepairEnabled() {
return false; }
126 bool HasBullet() {
return false; }
129 bool HasMagazine() {
return false; }
132 bool IsJammed() {
return false; }
135 bool IsDischarged() {
return false; }
188 if (DayZGame.m_IsPreviewSpawn)
195 ErrorEx(
"Muzzle array validation has failed. Please set up the correct muzzle states by overriding InitMuzzleArray.", severity);
Super root of all classes in Enforce script.
signalize mechanism manipulation
represents weapon's stable state (i.e. the basic states that the weapon will spend the most time in)
represent weapon state base
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
void fsmDebugSpam(string s)
class SSPFireout extends WeaponStableState OnEntry
class WeaponChambering_Chamber_OnEntry extends WeaponChambering_Base OnExit
int GetMuzzleStateCount()
bool IsChamberValid(int idx)
enum MuzzleState m_animState
void ValidateMuzzleArray()
Safety check and error message in case not set up correctly.
ref array< MuzzleState > m_muzzleHasBullet
bool IsSingleState()
Special one for when the weapon only has one singular state (like Magnum)
void WeaponStableState(Weapon_Base w=NULL, WeaponStateBase parent=NULL, int anim_state=-1)
bool IsChamberFiredOut(int idx)
bool IsWeaponOpen()
Whether the gun is open.
MuzzleState GetMuzzleState(int idx)
Get chamber state of the muzzle at index.
bool IsChamberFull(int idx)