DayZ 1.27
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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
25// load bullet from att mag (no anim)
27{
28 void WeaponChamberFromInnerMag (Weapon_Base w = NULL, WeaponStateBase parent = NULL, int action = -1, int actionType = -1)
29 { }
30
31 override void OnEntry (WeaponEventBase e)
32 {
33 super.OnEntry(e);
34 if (e)
35 {
36 int mi = m_weapon.GetCurrentMuzzle();
38 }
39 }
40 override void OnExit (WeaponEventBase e)
41 {
42 super.OnExit(e);
43 }
44};
45
46// load bullet from att mag (no anim)
47class WeaponChamberFromAttMagOnExit extends WeaponStateBase
48{
49 void WeaponChamberFromAttMagOnExit (Weapon_Base w = NULL, WeaponStateBase parent = NULL, int action = -1, int actionType = -1)
50 { }
51
52 override void OnExit (WeaponEventBase e)
53 {
54 int mi = m_weapon.GetCurrentMuzzle();
56
57 super.OnExit(e);
58 }
59};
60
61// load bullet from att mag (no anim)
63{
64 void WeaponEjectAndChamberFromAttMag (Weapon_Base w = NULL, WeaponStateBase parent = NULL, int action = -1, int actionType = -1)
65 { }
66
67 override void OnExit (WeaponEventBase e)
68 {
69 if (e)
70 {
71 int mi = m_weapon.GetCurrentMuzzle();
73 }
74 super.OnExit(e);
75 }
76 override void OnAbort (WeaponEventBase e)
77 {
78 if (e)
79 {
80 int mi = m_weapon.GetCurrentMuzzle();
82 }
83 super.OnAbort(e);
84 }
85};
86
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
Определения Guards.c:604
shorthand
Определения BoltActionRifle_Base.c:6
override void OnExit(WeaponEventBase e)
Определения WeaponChamberFromAttMag.c:67
void WeaponEjectAndChamberFromAttMag(Weapon_Base w=NULL, WeaponStateBase parent=NULL, int action=-1, int actionType=-1)
Определения WeaponChamberFromAttMag.c:64
override void OnAbort(WeaponEventBase e)
Определения WeaponChamberFromAttMag.c:76
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:49
Weapon_Base m_weapon
Определения WeaponStateBase.c:12
override void OnEntry(WeaponEventBase e)
Определения WeaponChamberFromAttMag.c:8
void WeaponChamberFromInnerMag(Weapon_Base w=NULL, WeaponStateBase parent=NULL, int action=-1, int actionType=-1)
Определения WeaponChamberFromAttMag.c:28
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