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 int mi =
m_weapon.GetCurrentMuzzle();
63 p.GetAimingModel().SetRecoil(
m_weapon);
77 int muzzleIndex =
m_weapon.GetCurrentMuzzle();
78 float reloadTime =
m_weapon.GetReloadTime(muzzleIndex);
80 if (
m_weapon.CanProcessWeaponEvents())
81 m_weapon.ProcessWeaponEvent(
new WeaponEventReloadTimeout(p));
106 int mi =
m_weapon.GetCurrentMuzzle();
111 p.GetAimingModel().SetRecoil(
m_weapon);
135 int mi =
m_weapon.GetCurrentMuzzle();
136 int b =
m_weapon.GetCurrentModeBurstSize(mi);
139 for (
int i = 0; i < b; i++)
145 p1.GetAimingModel().SetRecoil(
m_weapon);
156 p.GetAimingModel().SetRecoil(
m_weapon);
161 if (mi >=
m_weapon.GetMuzzleCount() - 1)
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));
205 Magnum_Cylinder cylinder = Magnum_Cylinder.Cast(
m_weapon.GetAttachmentByType(Magnum_Cylinder));
206 Magnum_Ejector ejector = Magnum_Ejector.Cast(
m_weapon.GetAttachmentByType(Magnum_Ejector));
207 if(cylinder && ejector)
210 int mi =
m_weapon.GetCurrentMuzzle();
234 cylinder.SetAnimationPhase(
"Rotate_Cylinder", a );
235 ejector.SetAnimationPhase(
"Rotate_Ejector", a );
247 int muzzleIndex =
m_weapon.GetCurrentMuzzle();
248 float reloadTime =
m_weapon.GetReloadTime(muzzleIndex);
250 if (
m_weapon.CanProcessWeaponEvents())
251 m_weapon.ProcessWeaponEvent(
new WeaponEventReloadTimeout(p));
279 int mi =
m_weapon.GetCurrentMuzzle();
285 p.GetAimingModel().SetRecoil(
m_weapon);
300 int muzzleIndex =
m_weapon.GetCurrentMuzzle();
301 float reloadTime =
m_weapon.GetReloadTime(muzzleIndex);
303 if (
m_weapon.CanProcessWeaponEvents())
304 m_weapon.ProcessWeaponEvent(
new WeaponEventReloadTimeout(p));
326 m_weapon.AddJunctureToAttachedMagazine(playerOwner, 100);
331 int mi =
m_weapon.GetCurrentMuzzle();
348 m_weapon.ClearJunctureToAttachedMagazine(playerOwner);
354class WeaponFireAndChamberFromInnerMagazine
extends WeaponFire
363 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 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 OnExit(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)