Элементы перечислений |
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NONE | Attached magazine will be full and no round will be chambered.
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CHAMBER | Chambers bullets.
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CHAMBER_RNG | Maybe chambers bullets (sequential rng) example: 1 1 1 0 0 0.
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CHAMBER_RNG_SPORADIC | Maybe chambers bullets (full random) example: 0 1 0 0 1 1.
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QUANTITY_RNG | Randomizes the quantity of the bullets in the spawned magazine.
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AMMO_MAG_RNG | Fully randomizes the ammo type instead of picking one random for the entire mag (needs to have type as empty string)
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AMMO_CHAMBER_RNG | Fully randomizes the ammo type instead of picking one random for all chambers (needs to have type as empty string)
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MAX_CAPACITY_MAG | Instead of randomizing when type is empty, it looks for the one which has the highest capacity.
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12{
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@ AMMO_CHAMBER_RNG
Fully randomizes the ammo type instead of picking one random for all chambers (needs to have type as ...
Definition Weapon_Base.c:26
@ CHAMBER
Chambers bullets.
Definition Weapon_Base.c:16
@ CHAMBER_RNG_SPORADIC
Maybe chambers bullets (full random) example: 0 1 0 0 1 1.
Definition Weapon_Base.c:20
@ MAX_CAPACITY_MAG
Instead of randomizing when type is empty, it looks for the one which has the highest capacity.
Definition Weapon_Base.c:28
@ QUANTITY_RNG
Randomizes the quantity of the bullets in the spawned magazine.
Definition Weapon_Base.c:22
@ CHAMBER_RNG
Maybe chambers bullets (sequential rng) example: 1 1 1 0 0 0.
Definition Weapon_Base.c:18
@ NONE
Attached magazine will be full and no round will be chambered.
Definition Weapon_Base.c:14
@ AMMO_MAG_RNG
Fully randomizes the ammo type instead of picking one random for the entire mag (needs to have type a...
Definition Weapon_Base.c:24
enum FSMTransition WeaponTransition