Dayz 1.25
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Файл Pistol_Base.c

См. исходные тексты.

Структуры данных

class  WeaponStableState
 represents weapon's stable state (i.e. the basic states that the weapon will spend the most time in) Подробнее...
 
class  WeaponStateJammed
 handle jamming state set jam/unjam state for weapon Подробнее...
 
class  Weapon_Base
 shorthand Подробнее...
 

Перечисления

enum  PistolAnimState { DEFAULT = 0 , OPENED_DISCHARGED = 1 , CLOSED_CHARGED = 2 , JAMMED = 3 }
 
enum  PistolStableStateID
 

Функции

enum PistolStableStateID OnEntry (WeaponEventBase e)
 
override void OnExit (WeaponEventBase e)
 
override int GetCurrentStateID ()
 
override bool HasBullet ()
 
override bool HasMagazine ()
 
override bool IsJammed ()
 
override bool IsDischarged ()
 
override bool IsRepairEnabled ()
 
override void InitMuzzleArray ()
 

Переменные

 UNKNOWN = 0
 
 CLO_DIS_BU0_MA0 = 1
 
 CLO_CHG_BU0_MA0 = 2
 
 CLO_CHG_BU1_MA0 = 3
 
 CLO_JAM_BU1_MA0 = 4
 
 OPE_DIS_BU0_MA0 = 5
 
 CLO_CHG_BU0_MA1 = 6
 
 CLO_DIS_BU0_MA1 = 7
 
 CLO_JAM_BU1_MA1 = 8
 
 CLO_CHG_BU1_MA1 = 9
 
 OPE_DIS_BU0_MA1 = 10
 
class Pistol_CLO_CHG_BU0_MA0 extends WeaponStableState OnEntry
 

Перечисления

◆ PistolAnimState

Элементы перечислений
DEFAULT 

default weapon state, closed and discharged

OPENED_DISCHARGED 

opened and discharged

CLOSED_CHARGED 

closed and charged

JAMMED 

jammed weapon

3{
4 DEFAULT = 0,
7 JAMMED = 3
8};
@ CLOSED_CHARGED
closed and charged
Definition Pistol_Base.c:6
@ DEFAULT
default weapon state, closed and discharged
Definition Pistol_Base.c:4
@ OPENED_DISCHARGED
opened and discharged
Definition Pistol_Base.c:5
@ JAMMED
jammed weapon
Definition Pistol_Base.c:7

◆ PistolStableStateID

13{
14 UNKNOWN = 0,
24 OPE_DIS_BU0_MA1 = 10,
25}
CLO_DIS_BU0_MA0
Definition Pistol_Base.c:31
CLO_CHG_BU0_MA0
Definition Pistol_Base.c:32
UNKNOWN
Definition Pistol_Base.c:30
CLO_JAM_BU1_MA0
Definition Pistol_Base.c:34
OPE_DIS_BU0_MA1
Definition Pistol_Base.c:40
CLO_CHG_BU1_MA1
Definition Pistol_Base.c:39
OPE_DIS_BU0_MA0
Definition Pistol_Base.c:35
CLO_CHG_BU1_MA0
Definition Pistol_Base.c:33
CLO_DIS_BU0_MA1
Definition Pistol_Base.c:37
CLO_JAM_BU1_MA1
Definition Pistol_Base.c:38
CLO_CHG_BU0_MA1
Definition Pistol_Base.c:36

Функции

◆ GetCurrentStateID()

override int GetCurrentStateID ( )
31{ return PistolStableStateID.CLO_DIS_BU0_MA0; }
PistolStableStateID
Definition Pistol_Base.c:13

◆ HasBullet()

override bool HasBullet ( )
32{ return false; }

◆ HasMagazine()

override bool HasMagazine ( )
33{ return false; }

◆ InitMuzzleArray()

override void InitMuzzleArray ( )
MuzzleState
Definition WeaponStableState.c:15
ref array< MuzzleState > m_muzzleHasBullet
Definition WeaponStableState.c:30

◆ IsDischarged()

override bool IsDischarged ( )
35{ return true; }

◆ IsJammed()

override bool IsJammed ( )
34{ return false; }

◆ IsRepairEnabled()

override bool IsRepairEnabled ( )
36{ return true; }

◆ OnEntry()

29{ if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] { CD00 closed dischgd nobull nomag"); } super.OnEntry(e); }
void wpnPrint(string s)
Definition Debug.c:1
Definition Debug.c:735
static bool IsWeaponLogEnable()
Definition Debug.c:859
Definition EntityAI.c:95

◆ OnExit()

30{ super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnstate] } CD00 closed dischgd nobull nomag"); } }

Перекрестные ссылки LogManager::IsWeaponLogEnable() и wpnPrint().

Переменные

◆ CLO_CHG_BU0_MA0

CLO_CHG_BU0_MA0 = 2

◆ CLO_CHG_BU0_MA1

CLO_CHG_BU0_MA1 = 6

◆ CLO_CHG_BU1_MA0

CLO_CHG_BU1_MA0 = 3

◆ CLO_CHG_BU1_MA1

CLO_CHG_BU1_MA1 = 9

◆ CLO_DIS_BU0_MA0

CLO_DIS_BU0_MA0 = 1

◆ CLO_DIS_BU0_MA1

CLO_DIS_BU0_MA1 = 7

◆ CLO_JAM_BU1_MA0

CLO_JAM_BU1_MA0 = 4

◆ CLO_JAM_BU1_MA1

CLO_JAM_BU1_MA1 = 8

◆ OnEntry

◆ OPE_DIS_BU0_MA0

OPE_DIS_BU0_MA0 = 5

◆ OPE_DIS_BU0_MA1

OPE_DIS_BU0_MA1 = 10

◆ UNKNOWN

@ UNKNOWN = 0