Dayz 1.25
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Файл Flaregun.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  Flaregun
 

Перечисления

enum  FLAREAnimState { COCKED = 0 , UNCOCKED = 1 }
 
enum  FLAREStableStateID
 

Функции

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

Переменные

 UNKNOWN = 0
 
 Empty = 1
 
 Fireout = 2
 
 Loaded = 3
 
class FLAREFireout extends WeaponStableState OnEntry
 

Перечисления

◆ FLAREAnimState

Элементы перечислений
COCKED 

default weapon state, closed and discharged

UNCOCKED 

default weapon state, closed and discharged

2{
3 COCKED = 0,
4 UNCOCKED = 1,
5};
@ UNCOCKED
default weapon state, closed and discharged
Definition Flaregun.c:4
@ COCKED
default weapon state, closed and discharged
Definition Flaregun.c:3

◆ FLAREStableStateID

8{
9 UNKNOWN = 0,
10 Empty = 1,
11 Fireout = 2,
12 Loaded = 3,
13}
UNKNOWN
Definition Flaregun.c:18
Empty
Definition Flaregun.c:19
Fireout
Definition Flaregun.c:20
Loaded
Definition Flaregun.c:21

Функции

◆ GetCurrentStateID()

override int GetCurrentStateID ( )
19{ return FLAREStableStateID.Empty; }
FLAREStableStateID
Definition Flaregun.c:8

◆ HasBullet()

override bool HasBullet ( )
20{ return false; }

◆ HasMagazine()

override bool HasMagazine ( )
21{ return false; }

◆ InitMuzzleArray()

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

Перекрестные ссылки m_muzzleHasBullet.

◆ IsBoltOpen()

override bool IsBoltOpen ( )
23{ return false; }

◆ IsJammed()

override bool IsJammed ( )
22{ return false; }

◆ IsRepairEnabled()

override bool IsRepairEnabled ( )
24{ return true; }

◆ OnEntry()

17{ if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { Empty E"); } 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()

18{ super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } Empty E"); } }

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

Переменные

◆ Empty

@ Empty = 1

◆ Fireout

Fireout = 2

◆ Loaded

@ Loaded = 3

◆ OnEntry

◆ UNKNOWN

@ UNKNOWN = 0