27 int muzzleIndex =
m_weapon.GetCurrentMuzzle();
28 float reloadTime =
m_weapon.GetReloadTime(muzzleIndex);
30 if (
m_weapon.CanProcessWeaponEvents())
31 m_weapon.ProcessWeaponEvent(
new WeaponEventDryFireTimeout(p));
58 m_weapon.AddJunctureToAttachedMagazine(playerOwner, 100);
65 int mi =
m_weapon.GetCurrentMuzzle();
70 p.GetAimingModel().SetRecoil(
m_weapon);
84 int muzzleIndex =
m_weapon.GetCurrentMuzzle();
85 float reloadTime =
m_weapon.GetReloadTime(muzzleIndex);
87 if (
m_weapon.CanProcessWeaponEvents())
88 m_weapon.ProcessWeaponEvent(
new WeaponEventReloadTimeout(p));
100 m_weapon.ClearJunctureToAttachedMagazine(playerOwner);
120 int mi =
m_weapon.GetCurrentMuzzle();
125 p.GetAimingModel().SetRecoil(
m_weapon);
149 int mi =
m_weapon.GetCurrentMuzzle();
150 int b =
m_weapon.GetCurrentModeBurstSize(mi);
153 for (
int i = 0; i < b; i++)
159 p1.GetAimingModel().SetRecoil(
m_weapon);
170 p.GetAimingModel().SetRecoil(
m_weapon);
175 if (mi >=
m_weapon.GetMuzzleCount() - 1)
190 int muzzleIndex =
m_weapon.GetCurrentMuzzle();
191 float reloadTime =
m_weapon.GetReloadTime(muzzleIndex);
193 if (
m_weapon.CanProcessWeaponEvents())
194 m_weapon.ProcessWeaponEvent(
new WeaponEventReloadTimeout(p));
219 Magnum_Cylinder cylinder = Magnum_Cylinder.Cast(
m_weapon.GetAttachmentByType(Magnum_Cylinder));
220 Magnum_Ejector ejector = Magnum_Ejector.Cast(
m_weapon.GetAttachmentByType(Magnum_Ejector));
221 if(cylinder && ejector)
224 int mi =
m_weapon.GetCurrentMuzzle();
248 cylinder.SetAnimationPhase(
"Rotate_Cylinder", a );
249 ejector.SetAnimationPhase(
"Rotate_Ejector", a );
261 int muzzleIndex =
m_weapon.GetCurrentMuzzle();
262 float reloadTime =
m_weapon.GetReloadTime(muzzleIndex);
264 if (
m_weapon.CanProcessWeaponEvents())
265 m_weapon.ProcessWeaponEvent(
new WeaponEventReloadTimeout(p));
293 int mi =
m_weapon.GetCurrentMuzzle();
299 p.GetAimingModel().SetRecoil(
m_weapon);
314 int muzzleIndex =
m_weapon.GetCurrentMuzzle();
315 float reloadTime =
m_weapon.GetReloadTime(muzzleIndex);
317 if (
m_weapon.CanProcessWeaponEvents())
318 m_weapon.ProcessWeaponEvent(
new WeaponEventReloadTimeout(p));
339 int mi =
m_weapon.GetCurrentMuzzle();
350class WeaponFireAndChamberFromInnerMagazine
extends WeaponFire
359 int mi =
m_weapon.GetCurrentMuzzle();
void wpnDebugPrint(string s)
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
HandStateEquipped OnEntry
const float MAGNUM_ROTATION_POSITION_2
const float MAGNUM_ROTATION_POSITION_1
const float MAGNUM_ROTATION_POSITION_3
const float MAGNUM_ROTATION_POSITION_4
const float MAGNUM_ROTATION_POSITION_6
const float MAGNUM_ROTATION_POSITION_5
const float MAGNUM_ROTATION_POSITION_0
class WeaponChambering_Chamber_OnEntry extends WeaponChambering_Base OnExit
class WeaponFireWithEject extends WeaponFire m_dtAccumulator
override bool IsWaitingForActionFinish()
proto native bool TryFireWeapon(EntityAI weapon, int muzzleIndex)
Super root of all classes in Enforce script.
override void OnEntry(HandEventBase e)
static bool IsWeaponLogEnable()
signalize mechanism manipulation
override void OnEntry(WeaponEventBase e)
override void OnEntry(WeaponEventBase e)
override void OnExit(WeaponEventBase e)
override void OnUpdate(float dt)
override void OnAbort(WeaponEventBase e)
override void OnEntry(WeaponEventBase e)
override bool IsWaitingForActionFinish()
override void OnExit(WeaponEventBase e)
override void OnUpdate(float dt)
simple class starting animation action specified by m_action and m_actionType
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
bool pushToChamberFromInnerMagazine(Weapon_Base weapon, int muzzleIndex)
bool pushToChamberFromAttachedMagazine(Weapon_Base weapon, int muzzleIndex)