28 if (
m_weapon.CanProcessWeaponEvents())
29 m_weapon.ProcessWeaponEvent(
new WeaponEventDryFireTimeout(
p));
78 if (
m_weapon.CanProcessWeaponEvents())
79 m_weapon.ProcessWeaponEvent(
new WeaponEventReloadTimeout(
p));
138 for (
int i = 0;
i < b;
i++)
177 if (
m_weapon.CanProcessWeaponEvents())
178 m_weapon.ProcessWeaponEvent(
new WeaponEventReloadTimeout(
p));
232 cylinder.SetAnimationPhase(
"Rotate_Cylinder", a);
233 ejector.SetAnimationPhase(
"Rotate_Ejector", a);
248 if (
m_weapon.CanProcessWeaponEvents())
249 m_weapon.ProcessWeaponEvent(
new WeaponEventReloadTimeout(
p));
300 if (
m_weapon.CanProcessWeaponEvents())
301 m_weapon.ProcessWeaponEvent(
new WeaponEventReloadTimeout(
p));
void wpnDebugPrint(string s)
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
HandStateEquipped OnEntry
const float MAGNUM_ROTATION_POSITION_2
const float MAGNUM_ROTATION_POSITION_1
const float MAGNUM_ROTATION_POSITION_3
const float MAGNUM_ROTATION_POSITION_4
const float MAGNUM_ROTATION_POSITION_6
const float MAGNUM_ROTATION_POSITION_5
const float MAGNUM_ROTATION_POSITION_0
class WeaponFireWithEject extends WeaponFire m_dtAccumulator
override bool IsWaitingForActionFinish()
proto native bool TryFireWeapon(EntityAI weapon, int muzzleIndex)
Super root of all classes in Enforce script.
static bool IsWeaponLogEnable()
signalize mechanism manipulation
override void OnEntry(WeaponEventBase e)
override void OnEntry(WeaponEventBase e)
override void OnExit(WeaponEventBase e)
override void OnUpdate(float dt)
simple class starting animation action specified by m_action and m_actionType
override void OnAbort(WeaponEventBase e)
override void OnEntry(WeaponEventBase e)
override bool IsWaitingForActionFinish()
override void OnExit(WeaponEventBase e)
override void OnUpdate(float dt)
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
bool pushToChamberFromInnerMagazine(Weapon_Base weapon, int muzzleIndex)
bool pushToChamberFromAttachedMagazine(Weapon_Base weapon, int muzzleIndex)