Dayz 1.25
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Файл RifleSingleShot_Base.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...
 

Перечисления

enum  RSSAnimState { DEFAULT = 0 }
 
enum  RSSStableStateID
 

Функции

enum RSSStableStateID 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
 
 Empty = 1
 
 Fireout = 2
 
 Loaded = 3
 
 Jammed = 4
 
class RSSFireout extends WeaponStableState OnEntry
 

Перечисления

◆ RSSAnimState

Элементы перечислений
DEFAULT 

default weapon state, closed and discharged

2{
3 DEFAULT = 0,
4};
@ DEFAULT
default weapon state, closed and discharged
Definition RifleSingleShot_Base.c:3

◆ RSSStableStateID

7{
8 UNKNOWN = 0,
9 Empty = 1,
10 Fireout = 2,
11 Loaded = 3,
12 Jammed = 4,
13}
UNKNOWN
Definition RifleSingleShot_Base.c:18
Empty
Definition RifleSingleShot_Base.c:19
Fireout
Definition RifleSingleShot_Base.c:20
Loaded
Definition RifleSingleShot_Base.c:21
Jammed
Definition RifleSingleShot_Base.c:22

Функции

◆ GetCurrentStateID()

override int GetCurrentStateID ( )
19{ return RSSStableStateID.Empty; }
RSSStableStateID
Definition RifleSingleShot_Base.c:7

◆ 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.

◆ IsJammed()

override bool IsJammed ( )
22{ return false; }

◆ IsRepairEnabled()

override bool IsRepairEnabled ( )
23{ 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

◆ Jammed

Jammed = 4

◆ Loaded

@ Loaded = 3

◆ OnEntry

◆ UNKNOWN

@ UNKNOWN = 0