DayZ 1.26
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Файл BoltActionRifleInnerMagazine_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  BoltActionRifle_Base
 

Перечисления

enum  BARIMAnimState { DEFAULT = 0 , OPENED = 1 , JAMMED = 2 }
 
enum  BARIMStableStateID
 

Функции

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

Переменные

 UNKNOWN = 0
 
 EmptyDischarged = 1
 
 LoadedCharged = 2
 
 LoadedDischarged = 3
 
 LoadedJammed = 4
 
class BARIMLoadedCharged extends WeaponStableState OnEntry
 

Перечисления

◆ BARIMAnimState

Элементы перечислений
DEFAULT 

default weapon state, closed and discharged

OPENED 
JAMMED 
2{
3 DEFAULT = 0,
4 OPENED = 1,
5 JAMMED = 2,
6};
@ OPENED
Definition BoltActionRifleInnerMagazine_Base.c:4
@ DEFAULT
default weapon state, closed and discharged
Definition BoltActionRifleInnerMagazine_Base.c:3
@ JAMMED
Definition BoltActionRifleInnerMagazine_Base.c:5

◆ BARIMStableStateID

9{
10 UNKNOWN = 0,
12 LoadedCharged = 2,
14 LoadedJammed = 4,
15}
LoadedJammed
Definition BoltActionRifleInnerMagazine_Base.c:25
EmptyDischarged
Definition BoltActionRifleInnerMagazine_Base.c:22
UNKNOWN
Definition BoltActionRifleInnerMagazine_Base.c:21
LoadedDischarged
Definition BoltActionRifleInnerMagazine_Base.c:24
LoadedCharged
Definition BoltActionRifleInnerMagazine_Base.c:23

Функции

◆ GetCurrentStateID()

override int GetCurrentStateID ( )
22{ return BARIMStableStateID.EmptyDischarged; }
BARIMStableStateID
Definition BoltActionRifleInnerMagazine_Base.c:9

◆ HasBullet()

override bool HasBullet ( )
23{ return false; }

◆ HasMagazine()

override bool HasMagazine ( )
24{ return false; }

◆ InitMuzzleArray()

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

Перекрестные ссылки m_muzzleHasBullet.

◆ IsJammed()

override bool IsJammed ( )
25{ return false; }

◆ IsRepairEnabled()

override bool IsRepairEnabled ( )
26{ return true; }

◆ OnEntry()

20{ if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { EmptyDischarged C0"); } 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()

21{ super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } EmptyDischarged C0"); } }

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

Переменные

◆ EmptyDischarged

EmptyDischarged = 1

◆ LoadedCharged

LoadedCharged = 2

◆ LoadedDischarged

LoadedDischarged = 3

◆ LoadedJammed

LoadedJammed = 4

◆ OnEntry

◆ UNKNOWN

@ UNKNOWN = 0