Dayz 1.25
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Файл DoubleBarrel_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  DoubleBarrel_Base
 

Перечисления

enum  DoubleBarrelAnimState { DEFAULT = 0 }
 
enum  DoubleBarrelStableStateID
 

Функции

enum DoubleBarrelStableStateID 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

enum DoubleBarrelStableStateID First = 0
 
enum DoubleBarrelStableStateID Second = 1
 
 UNKNOWN = 0
 
 LoadedLoaded = 1
 
 LoadedEmpty = 2
 
 FireoutLoaded = 3
 
 FireoutFireout = 4
 
 FireoutEmpty = 5
 
 EmptyEmpty = 6
 
 EmptyLoaded = 7
 
 EmptyFireout = 8
 
class DoubleBarrelLoadedEmpty extends WeaponStableState OnEntry
 

Перечисления

◆ DoubleBarrelAnimState

Элементы перечислений
DEFAULT 

default weapon state, closed and discharged

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

◆ DoubleBarrelStableStateID

7{
8 UNKNOWN = 0,
9 LoadedLoaded = 1,
10 LoadedEmpty = 2,
11 FireoutLoaded = 3,
13 FireoutEmpty = 5,
14 EmptyEmpty = 6,
15 EmptyLoaded = 7,
16 EmptyFireout = 8,
17}
EmptyFireout
Definition DoubleBarrel_Base.c:36
LoadedEmpty
Definition DoubleBarrel_Base.c:30
FireoutFireout
Definition DoubleBarrel_Base.c:32
LoadedLoaded
Definition DoubleBarrel_Base.c:29
UNKNOWN
Definition DoubleBarrel_Base.c:28
EmptyEmpty
Definition DoubleBarrel_Base.c:34
EmptyLoaded
Definition DoubleBarrel_Base.c:35
FireoutEmpty
Definition DoubleBarrel_Base.c:33
FireoutLoaded
Definition DoubleBarrel_Base.c:31

Функции

◆ GetCurrentStateID()

override int GetCurrentStateID ( )
29{ return DoubleBarrelStableStateID.LoadedLoaded; }
DoubleBarrelStableStateID
Definition DoubleBarrel_Base.c:7

◆ HasBullet()

override bool HasBullet ( )
30{ return true; }

◆ HasMagazine()

override bool HasMagazine ( )
31{ return false; }

◆ InitMuzzleArray()

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

◆ IsJammed()

override bool IsJammed ( )
32{ return false; }

◆ IsRepairEnabled()

override bool IsRepairEnabled ( )
33{ return true; }

◆ OnEntry()

27{ if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { LoadedLoaded L_L"); } super.OnEntry(e); m_weapon.SetCurrentMuzzle(MuzzleIndex.First); }
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()

28{ super.OnExit(e); if (LogManager.IsWeaponLogEnable()) { wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } LoadedLoaded L_L"); } }

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

Переменные

◆ EmptyEmpty

EmptyEmpty = 6

◆ EmptyFireout

EmptyFireout = 8

◆ EmptyLoaded

EmptyLoaded = 7

◆ FireoutEmpty

FireoutEmpty = 5

◆ FireoutFireout

FireoutFireout = 4

◆ FireoutLoaded

FireoutLoaded = 3

◆ First

◆ LoadedEmpty

LoadedEmpty = 2

◆ LoadedLoaded

LoadedLoaded = 1

◆ OnEntry

◆ Second

◆ UNKNOWN

@ UNKNOWN = 0