DayZ 1.28
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WeaponChamberFromAttMag.c
См. документацию.
1
2// load bullet from att mag (no anim)
4{
5 void WeaponChamberFromAttMag (Weapon_Base w = NULL, WeaponStateBase parent = NULL, int action = -1, int actionType = -1)
6 { }
7
8 override void OnEntry (WeaponEventBase e)
9 {
10 super.OnEntry(e);
11 if(e)
12 {
13 int mi = m_weapon.GetCurrentMuzzle();
14 m_weapon.SetCharged(true);
15 m_weapon.SetWeaponOpen(false);
17 }
18 }
19 override void OnExit (WeaponEventBase e)
20 {
21 super.OnExit(e);
22 }
23};
24
26{
27 void WeaponChamberFromAttMag (Weapon_Base w = NULL, WeaponStateBase parent = NULL, int action = -1, int actionType = -1)
28 { }
29
30 override void OnEntry (WeaponEventBase e)
31 {
32 super.OnEntry(e);
33 if(e)
34 {
35 int mi = m_weapon.GetCurrentMuzzle();
36 m_weapon.SetCharged(true);
37 m_weapon.SetWeaponOpen(true);
39 }
40 }
41 override void OnExit (WeaponEventBase e)
42 {
43 super.OnExit(e);
44 }
45};
46
47class WeaponChamberFromAttMagOpenbolt_W4T extends WeaponChamberFromAttMagOpenbolt
48{
50 {
51 return true;
52 }
53}
54
55// load bullet from att mag (no anim)
57{
58 void WeaponChamberFromInnerMag (Weapon_Base w = NULL, WeaponStateBase parent = NULL, int action = -1, int actionType = -1)
59 { }
60
61 override void OnEntry (WeaponEventBase e)
62 {
63 super.OnEntry(e);
64 if (e)
65 {
66 int mi = m_weapon.GetCurrentMuzzle();
68 }
69 }
70 override void OnExit (WeaponEventBase e)
71 {
72 super.OnExit(e);
73 }
74};
75
76// load bullet from att mag (no anim)
77class WeaponChamberFromAttMagOnExit extends WeaponStateBase
78{
79 void WeaponChamberFromAttMagOnExit (Weapon_Base w = NULL, WeaponStateBase parent = NULL, int action = -1, int actionType = -1)
80 { }
81
82 override void OnExit (WeaponEventBase e)
83 {
84 int mi = m_weapon.GetCurrentMuzzle();
86
87 super.OnExit(e);
88 }
89};
90
91// load bullet from att mag (no anim)
93{
94 void WeaponEjectAndChamberFromAttMag (Weapon_Base w = NULL, WeaponStateBase parent = NULL, int action = -1, int actionType = -1)
95 { }
96
97 override void OnExit (WeaponEventBase e)
98 {
99 if (e)
100 {
101 int mi = m_weapon.GetCurrentMuzzle();
103 }
104 super.OnExit(e);
105 }
106 override void OnAbort (WeaponEventBase e)
107 {
108 if (e)
109 {
110 int mi = m_weapon.GetCurrentMuzzle();
112 }
113 super.OnAbort(e);
114 }
115};
116
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
Определения Guards.c:604
HandStateEquipped OnEntry
Определения WeaponChambering.c:292
class WeaponChamberFromAttMagOnExit extends WeaponStateBase WeaponChamberFromInnerMag
class WeaponChambering_Chamber_OnEntry extends WeaponChambering_Base OnExit
Определения WeaponChambering.c:352
override void OnEntry(HandEventBase e)
Определения Hand_States.c:34
shorthand
Определения BoltActionRifle_Base.c:6
override bool IsWaitingForActionFinish()
Определения WeaponChamberFromAttMag.c:49
override void OnExit(WeaponEventBase e)
Определения WeaponChambering.c:439
override void OnExit(WeaponEventBase e)
Определения WeaponChamberFromAttMag.c:97
void WeaponEjectAndChamberFromAttMag(Weapon_Base w=NULL, WeaponStateBase parent=NULL, int action=-1, int actionType=-1)
Определения WeaponChamberFromAttMag.c:94
override void OnAbort(WeaponEventBase e)
Определения WeaponChamberFromAttMag.c:106
signalize mechanism manipulation
Определения Events.c:35
void WeaponStateBase(Weapon_Base w=NULL, WeaponStateBase parent=NULL)
internal state id used for load/restore
Определения WeaponStateBase.c:17
void WeaponChamberFromAttMagOnExit(Weapon_Base w=NULL, WeaponStateBase parent=NULL, int action=-1, int actionType=-1)
Определения WeaponChamberFromAttMag.c:79
Weapon_Base m_weapon
Определения WeaponStateBase.c:12
override void OnEntry(WeaponEventBase e)
Определения WeaponChamberFromAttMag.c:8
void WeaponChamberFromAttMag(Weapon_Base w=NULL, WeaponStateBase parent=NULL, int action=-1, int actionType=-1)
Определения WeaponChamberFromAttMag.c:5
override void OnExit(WeaponEventBase e)
Определения WeaponChamberFromAttMag.c:19
represent weapon state base
Определения BulletHide.c:2
bool pushToChamberFromInnerMagazine(Weapon_Base weapon, int muzzleIndex)
Определения weapon_utils.c:33
bool pushToChamberFromAttachedMagazine(Weapon_Base weapon, int muzzleIndex)
Определения weapon_utils.c:1