230 case WeaponEventID.TRIGGER_JAM:
return new WeaponEventTriggerToJam(
p,
m);
231 case WeaponEventID.LOAD1_BULLET:
return new WeaponEventLoad1Bullet(
p,
m);
232 case WeaponEventID.CONTINUOUS_LOADBULLET_START:
return new WeaponEventContinuousLoadBulletStart(
p,
m);
233 case WeaponEventID.CONTINUOUS_LOADBULLET_END:
return new WeaponEventContinuousLoadBulletEnd(
p,
m);
235 case WeaponEventID.ATTACH_MAGAZINE:
return new WeaponEventAttachMagazine(
p,
m);
236 case WeaponEventID.UNJAMMING_FAILED_TIMEOUT:
return new WeaponEventUnjammingFailedTimeout(
p,
m);
237 case WeaponEventID.UNJAMMING_TIMEOUT:
return new WeaponEventUnjammingTimeout(
p,
m);
238 case WeaponEventID.DETACH_MAGAZINE:
return new WeaponEventDetachMagazine(
p,
m);
239 case WeaponEventID.SWAP_MAGAZINE:
return new WeaponEventSwapMagazine(
p,
m);
240 case WeaponEventID.HUMANCOMMAND_ACTION_FINISHED:
return new WeaponEventHumanCommandActionFinished(
p,
m);
241 case WeaponEventID.HUMANCOMMAND_ACTION_ABORTED:
return new WeaponEventHumanCommandActionAborted(
p,
m);
242 case WeaponEventID.RELOAD_TIMEOUT:
return new WeaponEventReloadTimeout(
p,
m);
243 case WeaponEventID.DRY_FIRE_TIMEOUT:
return new WeaponEventDryFireTimeout(
p,
m);
244 case WeaponEventID.SET_NEXT_MUZZLE_MODE:
return new WeaponEventSetNextMuzzleMode(
p,
m);
255 case WeaponEvents.ATTACHMENT_HIDE:
return new WeaponEventAnimAttachmentHide(
p,
m);
256 case WeaponEvents.ATTACHMENT_SHOW:
return new WeaponEventAnimAttachmentShow(
p,
m);
257 case WeaponEvents.BULLET_EJECT:
return new WeaponEventAnimBulletEject(
p,
m);
258 case WeaponEvents.BULLET_HIDE:
return new WeaponEventAnimBulletHide(
p,
m);
259 case WeaponEvents.BULLET_HIDE2:
return new WeaponEventAnimBulletHide2(
p,
m);
260 case WeaponEvents.BULLET_IN_CHAMBER:
return new WeaponEventAnimBulletInChamber(
p,
m);
261 case WeaponEvents.BULLET_IN_MAGAZINE:
return new WeaponEventAnimBulletInMagazine(
p,
m);
262 case WeaponEvents.BULLET_SHOW:
return new WeaponEventAnimBulletShow(
p,
m);
263 case WeaponEvents.BULLET_SHOW2:
return new WeaponEventAnimBulletShow2(
p,
m);
264 case WeaponEvents.CANUNJAM_END:
return new WeaponEventAnimCanUnjamEnd(
p,
m);
265 case WeaponEvents.CANUNJAM_START:
return new WeaponEventAnimCanUnjamStart(
p,
m);
267 case WeaponEvents.MAGAZINE_ATTACHED:
return new WeaponEventAnimMagazineAttached(
p,
m);
268 case WeaponEvents.MAGAZINE_DETACHED:
return new WeaponEventAnimMagazineDetached(
p,
m);
269 case WeaponEvents.MAGAZINE_HIDE:
return new WeaponEventAnimMagazineHide(
p,
m);
270 case WeaponEvents.MAGAZINE_SHOW:
return new WeaponEventAnimMagazineShow(
p,
m);
271 case WeaponEvents.SLIDER_OPEN:
return new WeaponEventAnimSliderOpen(
p,
m);
272 case WeaponEvents.UNJAMMED:
return new WeaponEventAnimUnjammed(
p,
m);
273 case WeaponEvents.HAMMER_UNCOCKED:
return new WeaponEventAnimHammerUncocked(
p,
m);
274 case WeaponEvents.HAMMER_COCKED:
return new WeaponEventAnimHammerCocked(
p,
m);
275 case WeaponEvents.CYLINDER_ROTATE:
return new WeaponEventCylinderRotate(
p,
m);
ref InventoryLocation m_dst
WeaponEventBase WeaponAnimEventFactory(WeaponEvents type, DayZPlayer p=NULL, Magazine m=NULL)
creates animation system events
WeaponEventBase WeaponEventFactory(WeaponEventID id, int aetype, DayZPlayer p=NULL, Magazine m=NULL)
creates weapon fsm events
WeaponEventBase CreateWeaponEventFromContext(ParamsReadContext ctx)
WeaponEventID
identifier for events. mainly for rpc purposes
@ CONTINUOUS_LOADBULLET_START
@ CONTINUOUS_LOADBULLET_END
@ HUMANCOMMAND_ACTION_FINISHED
@ UNJAMMING_FAILED_TIMEOUT
@ HUMANCOMMAND_ACTION_ABORTED
Serialization general interface. Serializer API works with:
void WeaponEventAnimBulletInChamber(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimCanUnjamStart(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimBulletShow(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimAttachmentHide(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimMagazineHide(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimHammerCocked(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimCocked(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimBulletEject(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimUnjammed(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimBulletInMagazine(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimHammerUncocked(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimBulletHide(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimMagazineDetached(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimSliderOpen(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimCanUnjamEnd(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimBulletHide2(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimMagazineAttached(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimBulletShow2(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimAttachmentShow(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventCylinderRotate(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimMagazineShow(DayZPlayer p=NULL, Magazine m=NULL)
signalize mechanism manipulation
void WeaponEventDetachMagazine(DayZPlayer p=NULL, Magazine m=NULL, InventoryLocation il=NULL)
void WeaponEventUnjam(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventTrigger(DayZPlayer p=NULL, Magazine m=NULL)
void ReadFromContext(ParamsReadContext ctx)
int GetPackedType()
returns eventID in upper 16 bits and AnimEvent in lower 16 bits
override void WriteToContext(ParamsWriteContext ctx)
void WeaponEventAttachMagazine(DayZPlayer p=NULL, Magazine m=NULL)
ref InventoryLocation m_dst
void WeaponEventTriggerAutoEnd(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventTriggerToJam(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventBase(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventMechanism(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventContinuousLoadBulletEnd(DayZPlayer p=NULL, Magazine m=NULL)
void WriteToContext(ParamsWriteContext ctx)
void WeaponEventDryFireTimeout(DayZPlayer p=NULL, Magazine m=NULL)
WeaponEventID GetEventID()
returns id from enum WeaponEventID
void WeaponEventHumanCommandActionFinished(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventHumanCommandActionAborted(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventUnjammingTimeout(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventSetNextMuzzleMode(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventSwapMagazine(DayZPlayer p=NULL, Magazine m=NULL, InventoryLocation il=NULL)
override int GetAnimEvent()
void WeaponEventReloadTimeout(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventLoad1Bullet(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventContinuousLoadBulletStart(DayZPlayer p=NULL, Magazine m=NULL)
WeaponEvents GetAnimEvent()
returns animation event from anim engine,
override void ReadFromContext(ParamsReadContext ctx)
void WeaponEventUnjammingFailedTimeout(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventTriggerAutoStart(DayZPlayer p=NULL, Magazine m=NULL)
void WeaponEventAnimation(DayZPlayer p=NULL, Magazine m=NULL)
animation event from Human.WeaponEvents