DayZ 1.24
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Repeater.c File Reference

Go to the source code of this file.

Classes

class  WeaponStableState
 represents weapon's stable state (i.e. the basic states that the weapon will spend the most time in) More...
 
class  WeaponStateJammed
 handle jamming state set jam/unjam state for weapon More...
 
class  Rifle_Base
 base for rifles @NOTE name copies config base class More...
 
class  Repeater
 

Enumerations

enum  RPTAnimState { DEFAULT = 0 , CHARGED = 1 , JAMMED = 2 }
 
enum  RPTStableStateID
 

Functions

enum RPTStableStateID 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 ()
 

Variables

 UNKNOWN = 0
 
 EmptyDischarged = 1
 
 LoadedCharged = 2
 
 LoadedDischarged = 3
 
 LoadedJammed = 4
 
class RPTLoadedCharged extends WeaponStableState OnEntry
 

Enumeration Type Documentation

◆ RPTAnimState

Enumerator
DEFAULT 

default weapon state, closed and discharged

CHARGED 
JAMMED 

Definition at line 1 of file Repeater.c.

2{
3 DEFAULT = 0,
4 CHARGED = 1,
5 JAMMED = 2,
6};
@ DEFAULT
default weapon state, closed and discharged
Definition Repeater.c:3
@ JAMMED
Definition Repeater.c:5
@ CHARGED
Definition Repeater.c:4

◆ RPTStableStateID

Definition at line 8 of file Repeater.c.

9{
10 UNKNOWN = 0,
12 LoadedCharged = 2,
14 LoadedJammed = 4,
15}
LoadedJammed
Definition Repeater.c:25
EmptyDischarged
Definition Repeater.c:22
UNKNOWN
Definition Repeater.c:21
LoadedDischarged
Definition Repeater.c:24
LoadedCharged
Definition Repeater.c:23

Function Documentation

◆ GetCurrentStateID()

override int GetCurrentStateID ( )

Definition at line 22 of file Repeater.c.

22{ return RPTStableStateID.EmptyDischarged; }
RPTStableStateID
Definition Repeater.c:9

◆ HasBullet()

override bool HasBullet ( )

Definition at line 23 of file Repeater.c.

23{ return false; }

◆ HasMagazine()

override bool HasMagazine ( )

Definition at line 24 of file Repeater.c.

24{ return false; }

◆ InitMuzzleArray()

override void InitMuzzleArray ( )

Definition at line 27 of file Repeater.c.

MuzzleState
ref array< MuzzleState > m_muzzleHasBullet

References m_muzzleHasBullet.

◆ IsJammed()

override bool IsJammed ( )

Definition at line 25 of file Repeater.c.

25{ return false; }

◆ IsRepairEnabled()

override bool IsRepairEnabled ( )

Definition at line 26 of file Repeater.c.

26{ return true; }

◆ OnEntry()

Definition at line 1 of file Repeater.c.

20{ if (LogManager.IsWeaponLogEnable()) wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " { EmptyDischarged C0"); super.OnEntry(e); }
void wpnPrint(string s)
Definition Debug.c:1
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
Definition Guards.c:602
static bool IsWeaponLogEnable()
Definition Debug.c:799

◆ OnExit()

Definition at line 21 of file Repeater.c.

21{ super.OnExit(e); if (LogManager.IsWeaponLogEnable()) wpnPrint("[wpnfsm] " + Object.GetDebugName(m_weapon) + " } EmptyDischarged C0"); }

References LogManager::IsWeaponLogEnable(), m_weapon, and wpnPrint().

Variable Documentation

◆ EmptyDischarged

@ EmptyDischarged = 1

Definition at line 22 of file Repeater.c.

◆ LoadedCharged

@ LoadedCharged = 2

Definition at line 23 of file Repeater.c.

◆ LoadedDischarged

@ LoadedDischarged = 3

Definition at line 24 of file Repeater.c.

◆ LoadedJammed

@ LoadedJammed = 4

Definition at line 25 of file Repeater.c.

◆ OnEntry

◆ UNKNOWN

@ UNKNOWN = 0

Definition at line 21 of file Repeater.c.