Dayz 1.25
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Файл WeaponFire.c

См. исходные тексты.

Структуры данных

class  WeaponStartAction
 simple class starting animation action specified by m_action and m_actionType Подробнее...
 
class  WeaponFire
 
class  WeaponFireMultiMuzzle
 

Функции

override bool IsWaitingForActionFinish ()
 
override void OnEntry (WeaponEventBase e)
 
override void OnUpdate (float dt)
 
override void OnExit (WeaponEventBase e)
 
override void OnAbort (WeaponEventBase e)
 

Переменные

class WeaponFireWithEject extends WeaponFire m_dtAccumulator
 

Функции

◆ IsWaitingForActionFinish()

override bool IsWaitingForActionFinish ( )
125{ return true; }

◆ OnAbort()

191 {
192 m_weapon.ResetBurstCount();
193 super.OnAbort(e);
194 }
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
Definition Guards.c:604
Definition EntityAI.c:95

Перекрестные ссылки m_weapon.

◆ OnEntry()

128 {
129 if (e)
130 {
131 m_dtAccumulator = 0;
132
133 if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " WeaponFire bang bang!"); }
134
135 int mi = m_weapon.GetCurrentMuzzle();
136 int b = m_weapon.GetCurrentModeBurstSize(mi);
137 if (b > 1)
138 {
139
140 for (int i = 0; i < b; i++)
141 {
143 {
145 if (Class.CastTo(p1, e.m_player))
146 p1.GetAimingModel().SetRecoil(m_weapon);
147 m_weapon.OnFire(i);
148 }
149 }
150 }
151 else
152 {
154 {
156 if (Class.CastTo(p, e.m_player))
157 p.GetAimingModel().SetRecoil(m_weapon);
158 m_weapon.OnFire(mi);
159 }
160 }
161 if(mi >= m_weapon.GetMuzzleCount() - 1 )
162 m_weapon.SetCurrentMuzzle(0);
163 else
164 m_weapon.SetCurrentMuzzle(mi + 1);
165 }
166 super.OnEntry(e);
167 }
void wpnPrint(string s)
Definition Debug.c:1
class WeaponFireWithEject extends WeaponFire m_dtAccumulator
proto native bool TryFireWeapon(EntityAI weapon, int muzzleIndex)
Super root of all classes in Enforce script.
Definition EnScript.c:11
Definition ManBase.c:2
Definition Debug.c:735
static bool IsWeaponLogEnable()
Definition Debug.c:859
Definition ObjectTyped.c:2
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.

Перекрестные ссылки Class::CastTo(), LogManager::IsWeaponLogEnable(), m_dtAccumulator, m_weapon, TryFireWeapon() и wpnPrint().

◆ OnExit()

184 {
185 if (e)
186 m_dtAccumulator = 0;
187 super.OnExit(e);
188 }

Перекрестные ссылки m_dtAccumulator.

◆ OnUpdate()

override void OnUpdate ( float dt)
170 {
172
174 Class.CastTo(p, m_weapon.GetHierarchyParent());
175
176 int muzzleIndex = m_weapon.GetCurrentMuzzle();
177 float reloadTime = m_weapon.GetReloadTime(muzzleIndex);
179 if (m_weapon.CanProcessWeaponEvents())
180 m_weapon.ProcessWeaponEvent(new WeaponEventReloadTimeout(p));
181 }
Definition DayZPlayerImplement.c:111

Перекрестные ссылки Class::CastTo(), m_dtAccumulator и m_weapon.

Переменные

◆ m_dtAccumulator