Dayz 1.25
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Файл Crossbow.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  Crossbow_Base
 base for Crossbow @NOTE name copies config base class Подробнее...
 

Перечисления

enum  XBAnimState { uncocked = 0 , cocked = 1 }
 
enum  XBStableStateID
 

Функции

enum XBStableStateID 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
 
 UncockedEmpty = 1
 
 CockedEmpty = 2
 
 Loaded = 3
 
class XBCockedEmpty extends WeaponStableState OnEntry
 

Перечисления

◆ XBAnimState

Элементы перечислений
uncocked 

default weapon state, closed and discharged

cocked 
2{
3 uncocked = 0,
4 cocked = 1,
5};
@ uncocked
default weapon state, closed and discharged
Definition Crossbow.c:3
@ cocked
Definition Crossbow.c:4

◆ XBStableStateID

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

Функции

◆ GetCurrentStateID()

override int GetCurrentStateID ( )
19{ return XBStableStateID.UncockedEmpty; }
XBStableStateID
Definition Crossbow.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.

◆ IsJammed()

override bool IsJammed ( )
22{ return false; }

Используется в Weapon::CanFire() и Weapon::RandomizeFSMState().

◆ IsRepairEnabled()

override bool IsRepairEnabled ( )
23{ return true; }

◆ OnEntry()

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

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

Переменные

◆ CockedEmpty

CockedEmpty = 2

◆ Loaded

Loaded = 3

◆ OnEntry

◆ UncockedEmpty

UncockedEmpty = 1

◆ UNKNOWN

@ UNKNOWN = 0