Dayz 1.25
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Файл Repeater.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  Rifle_Base
 base for rifles @NOTE name copies config base class Подробнее...
 
class  Repeater
 

Перечисления

enum  RPTAnimState { DEFAULT = 0 , CHARGED = 1 , JAMMED = 2 }
 
enum  RPTStableStateID
 

Функции

enum RPTStableStateID 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 RPTLoadedCharged extends WeaponStableState OnEntry
 

Перечисления

◆ RPTAnimState

Элементы перечислений
DEFAULT 

default weapon state, closed and discharged

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

◆ RPTStableStateID

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

Функции

◆ GetCurrentStateID()

override int GetCurrentStateID ( )
22{ return RPTStableStateID.EmptyDischarged; }
RPTStableStateID
Definition Repeater.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:735
static bool IsWeaponLogEnable()
Definition Debug.c:859
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