Dayz 1.25
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Файл MP133.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  WeaponStateJammed
 handle jamming state set jam/unjam state for weapon Подробнее...
 
class  Mp133Shotgun_Base
 basic mp5 submachine gun Подробнее...
 

Перечисления

enum  PumpShotgunAnimState { DEFAULT = 0 }
 
enum  PumpShotgunStableStateID
 

Функции

enum PumpShotgunStableStateID 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
 
 Empty = 1
 
 Fireout = 2
 
 Loaded = 3
 
 Jammed = 4
 
class PumpShotgunFireout extends WeaponStableState OnEntry
 

Перечисления

◆ PumpShotgunAnimState

Элементы перечислений
DEFAULT 

default weapon state, closed and discharged

2{
3 DEFAULT = 0,
4};
@ DEFAULT
default weapon state, closed and discharged
Definition MP133.c:3

◆ PumpShotgunStableStateID

7{
8 UNKNOWN = 0,
9 Empty = 1,
10 Fireout = 2,
11 Loaded = 3,
12 Jammed = 4,
13}
Jammed
Definition MP133.c:22
UNKNOWN
Definition MP133.c:18
Empty
Definition MP133.c:19
Fireout
Definition MP133.c:20
Loaded
Definition MP133.c:21

Функции

◆ GetCurrentStateID()

override int GetCurrentStateID ( )
19{ return PumpShotgunStableStateID.Empty; }
PumpShotgunStableStateID
Definition MP133.c:7

◆ 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; }

◆ IsRepairEnabled()

override bool IsRepairEnabled ( )
23{ return true; }

◆ OnEntry()

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

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

Переменные

◆ Empty

@ Empty = 1

◆ Fireout

@ Fireout = 2

◆ Jammed

@ Jammed = 4

◆ Loaded

@ Loaded = 3

◆ OnEntry

◆ UNKNOWN

@ UNKNOWN = 0