DayZ 1.26
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Файл SingleShotPistol_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  SingleShotPistol_Base
 

Перечисления

enum  SSPAnimState { COCKED = 0 , UNCOCKED = 1 }
 
enum  SSPStableStateID
 

Функции

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

Переменные

 UNKNOWN = 0
 
 Empty = 1
 
 Fireout = 2
 
 Loaded = 3
 
class SSPFireout extends WeaponStableState OnEntry
 

Перечисления

◆ SSPAnimState

Элементы перечислений
COCKED 

default weapon state, closed and discharged

UNCOCKED 

default weapon state, closed and discharged

2{
3 COCKED = 0,
4 UNCOCKED = 1,
5};
@ UNCOCKED
default weapon state, closed and discharged
Definition SingleShotPistol_Base.c:4
@ COCKED
default weapon state, closed and discharged
Definition SingleShotPistol_Base.c:3

◆ SSPStableStateID

8{
9 UNKNOWN = 0,
10 Empty = 1,
11 Fireout = 2,
12 Loaded = 3,
13}
UNKNOWN
Definition SingleShotPistol_Base.c:18
Empty
Definition SingleShotPistol_Base.c:19
Fireout
Definition SingleShotPistol_Base.c:20
Loaded
Definition SingleShotPistol_Base.c:21

Функции

◆ GetCurrentStateID()

override int GetCurrentStateID ( )
19{ return SSPStableStateID.Empty; }
SSPStableStateID
Definition SingleShotPistol_Base.c:8

◆ HasBullet()

override bool HasBullet ( )
20{ return false; }

◆ HasMagazine()

override bool HasMagazine ( )
21{ return false; }

◆ InitMuzzleArray()

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

Перекрестные ссылки m_muzzleHasBullet.

◆ IsBoltOpen()

override bool IsBoltOpen ( )
23{ return false; }

◆ IsJammed()

override bool IsJammed ( )
22{ return false; }

◆ IsRepairEnabled()

override bool IsRepairEnabled ( )
24{ return true; }

◆ OnEntry()

17{ if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { Empty E"); } super.OnEntry(e); }
void wpnPrint(string s)
Definition Debug.c:1
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
Definition Guards.c:604
Definition Debug.c:600
static bool IsWeaponLogEnable()
Definition Debug.c:724
Definition ObjectTyped.c:2
Definition EntityAI.c:95

◆ OnExit()

18{ super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } Empty E"); } }

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

Переменные

◆ Empty

@ Empty = 1

◆ Fireout

@ Fireout = 2

◆ Loaded

@ Loaded = 3

◆ OnEntry

◆ UNKNOWN

@ UNKNOWN = 0