154 SelectionBulletHide();
171 GetInventory().CreateInInventory(
"ACOGOptic_6x");
179 SpawnInInventoryOrGroundPos(
"Ammo_HuntingBolt",
inv,
GetPosition());
180 SpawnInInventoryOrGroundPos(
"Ammo_ImprovisedBolt_1",
inv,
GetPosition());
181 SpawnInInventoryOrGroundPos(
"Ammo_ImprovisedBolt_2",
inv,
GetPosition());
185 entity.GetInventory().CreateInInventory(
"Battery9V");
187 entity.GetInventory().CreateInInventory(
"Battery9V");
189 entity.GetInventory().CreateInInventory(
"Battery9V");
191 entity.GetInventory().CreateInInventory(
"Battery9V");
202 return super.CanBeUsedForSuicide();
override bool IsRepairEnabled()
override bool HasBullet()
@ uncocked
default weapon state, closed and discharged
override void InitMuzzleArray()
override bool HasMagazine()
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
void WeaponGuardWeaponDischarged(Weapon_Base w=NULL)
override int GetCurrentStateID()
override void OnExit(HandEventBase e)
HandStateEquipped OnEntry
class JsonUndergroundAreaTriggerData GetPosition
enum FSMTransition WeaponTransition
ref array< MuzzleState > m_muzzleHasBullet
pair ( action, actionType )
base for Archery @NOTE name copies config base class
base for Crossbow @NOTE name copies config base class
override float GetChanceToJam()
override void InitStateMachine()
override RecoilBase SpawnRecoilObject()
override bool CanBeUsedForSuicide()
override void OnDebugSpawnEx(DebugSpawnParams params)
script counterpart to engine's class Inventory
static bool IsWeaponLogEnable()
signalize mechanism manipulation
weapon finite state machine
represents weapon's stable state (i.e. the basic states that the weapon will spend the most time in)
override void OnExit(WeaponEventBase e)
override void InitMuzzleArray()
override void OnEntry(WeaponEventBase e)
override bool HasBullet()
override int GetCurrentStateID()
override bool IsRepairEnabled()
override bool HasMagazine()
represent weapon state base
WeaponActionChamberingTypes
WeaponActionUnjammingTypes