DayZ 1.24
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InventoryItemSuper Class Reference
Collaboration diagram for InventoryItemSuper:
[legend]

Protected Member Functions

proto native float GetRadius ()
 Returns current wheel radius.
 
proto native float GetWidth ()
 Returns wheel width.
 
override bool DisplayNameRuinAttach ()
 
override bool ShowZonesHealth ()
 
override void EEHealthLevelChanged (int oldLevel, int newLevel, string zone)
 
override int GetMeleeTargetType ()
 
override void SetActions ()
 
override void OnWasAttached (EntityAI parent, int slot_id)
 
override void OnWasDetached (EntityAI parent, int slot_id)
 
void ItemMap ()
 
void InitMapState ()
 
override void OnItemLocationChanged (EntityAI old_owner, EntityAI new_owner)
 
void SetMapStateOpen (bool state, PlayerBase player)
 displays open/closed selections; 1 == opened
 
bool GetMapStateAnimation ()
 
void SyncMapMarkers ()
 
override void OnRPC (PlayerIdentity sender, int rpc_type, ParamsReadContext ctx)
 
override bool OnStoreLoad (ParamsReadContext ctx, int version)
 
override void OnStoreSave (ParamsWriteContext ctx)
 
override bool NameOverride (out string output)
 
override bool DescriptionOverride (out string output)
 
void InsertMarker (vector pos, string text, int color, int idx)
 
array< ref MapMarkerGetMarkerArray ()
 

Protected Attributes

string m_AttachSound = "Offroad_Wheel_Attach_SoundSet"
 
string m_DetachSound = "Offroad_Wheel_Remove_SoundSet"
 
ref array< ref MapMarkerm_MapMarkerArray
 
string m_TextureClosed
 
string m_TextureOpened
 
string m_TextureLegend
 
string m_DisplayName
 
string m_Description
 

Private Member Functions

proto native void SetNextChannel ()
 
proto native void SetPrevChannel ()
 
proto native float GetTunedFrequency ()
 
proto native void EnableBroadcast (bool state)
 
proto native void EnableReceive (bool state)
 
proto native bool IsBroadcasting ()
 
proto native bool IsReceiving ()
 
proto native int GetTunedFrequencyIndex ()
 
proto native void SetFrequencyByIndex (int index)
 
proto native bool CanSpeak ()
 
proto native void SetCanSpeak (bool onOff)
 
bool IsTurnedOn ()
 
override void OnInventoryEnter (Man player)
 
override void OnInventoryExit (Man player)
 
override void OnWasAttached (EntityAI parent, int slot_id)
 
override void OnWasDetached (EntityAI parent, int slot_id)
 
override void OnInventoryEnter (Man player)
 
override void OnInventoryExit (Man player)
 
override void OnWasAttached (EntityAI parent, int slot_id)
 
override void OnWasDetached (EntityAI parent, int slot_id)
 
override bool CanDetachAttachment (EntityAI parent)
 
override int GetMeleeTargetType ()
 
override void EEHealthLevelChanged (int oldLevel, int newLevel, string zone)
 
override bool DisplayNameRuinAttach ()
 
override bool ShowZonesHealth ()
 
override void SetActions ()
 
override bool DisplayNameRuinAttach ()
 
override bool ShowZonesHealth ()
 
override void EEKilled (Object killer)
 
override void SetActions ()
 
override void SetActions ()
 
proto native bool SetPinned ()
 sets grenade to state GR_PINNED (if the state transition is possible)
 
proto native bool SetUnpinned ()
 sets grenade to state GR_UNPINNED (if the state transition is possible)
 
proto native bool SetIgnited ()
 sets grenade to state GR_TRIGGERED (if the state transition is possible)
 
proto native bool IsPinned ()
 
proto native bool IsActivated ()
 
override bool IsWeapon ()
 
proto native void Synchronize ()
 Force synchronizes the weapon state from Server to Client. Use with caution.
 
proto native int GetMuzzleCount ()
 
proto native int GetSlotFromMuzzleIndex (int muzzleIndex)
 conversion muzzleIndex -> slotId
 
proto native int GetCurrentMuzzle ()
 
proto native void SetCurrentMuzzle (int muzzleIndex)
 sets index of active muzzle
 
proto native int GetMuzzleModeCount (int muzzleIndex)
 
proto native void SetMuzzleMode (int muzzleIndex, int modeIndex)
 
proto native void SetNextMuzzleMode (int muzzleIndex)
 
proto native int GetCurrentModeBurstSize (int muzzleIndex)
 
proto native bool GetCurrentModeAutoFire (int muzzleIndex)
 
proto native int GetCurrentMode (int muzzleIndex)
 
proto native void SetCurrentMode (int muzzleIndex, int mode)
 
proto native owned string GetCurrentModeName (int muzzleIndex)
 
proto native bool CanFire (int muzzleIndex)
 query whether the weapon can be fired or not
 
proto native bool Fire (int muzzleIndex, vector pos, vector dir, vector speed)
 
proto native bool DryFire (int muzzleIndex)
 
proto native bool DryDryFire (int muzzleIndex)
 
proto native bool EjectCasing (int muzzleIndex)
 ejects casing from chamber
 
proto native bool CreateRound (int muzzleIndex)
 
proto native bool IsChamberEmpty (int muzzleIndex)
 detects empty chamber
 
proto native bool IsChamberFiredOut (int muzzleIndex)
 detects presence of fired out casing in chamber
 
proto native bool IsChamberJammed (int muzzleIndex)
 detects presence of damaged cartridge in chamber
 
proto native bool IsChamberEjectable (int muzzleIndex)
 detects presence of ejectable cartridge in muzzle's chamber
 
proto native bool IsChamberFull (int muzzleIndex)
 maximum number of cartridges in chamber
 
bool IsChamberFullEx (int muzzleIndex)
 
proto native bool HasInternalMagazine (int muzzleIndex)
 
proto native int GetInternalMagazineCartridgeCount (int muzzleIndex)
 
proto native int GetInternalMagazineMaxCartridgeCount (int muzzleIndex)
 
bool IsInternalMagazineFull (int muzzleIndex)
 maximum number of cartridges in internal magazine
 
proto native int GetTotalCartridgeCount (int muzzleIndex)
 
proto native int GetTotalMaxCartridgeCount (int muzzleIndex)
 
proto native owned string GetRandomChamberableAmmoTypeName (int muzzleIndex)
 
proto native owned string GetChamberAmmoTypeName (int muzzleIndex)
 
proto bool GetCartridgeInfo (int muzzleIndex, out float ammoDamage, out string ammoTypeName)
 get info about the cartridge in the chamber of a muzzle
 
proto bool GetInternalMagazineCartridgeInfo (int muzzleIndex, int cartridgeIndex, out float ammoDamage, out string ammoTypeName)
 get info about the cartridge in the internal magazine of a muzzle
 
proto bool PopCartridgeFromChamber (int muzzleIndex, out float ammoDamage, out string ammoTypeName)
 removes cartridge from chamber
 
proto native bool PushCartridgeToChamber (int muzzleIndex, float ammoDamage, string ammoTypeName)
 push cartridge to chamber
 
proto native void EffectBulletShow (int muzzleIndex, float dmg, string type)
 push effect cartridge to Weapon
 
proto native void EffectBulletHide (int muzzleIndex)
 reset effect cartridge in weapon
 
proto native void SetGroundAnimFrameIndex (int groundAnimFrameIndex)
 sets animation frame for ground state when animation is specified in config
 
proto bool PopCartridgeFromInternalMagazine (int muzzleIndex, out float ammoDamage, out string ammoTypeName)
 removes top-most cartridge from internal magazine
 
proto native bool PushCartridgeToInternalMagazine (int muzzleIndex, float ammoDamage, string ammoTypeName)
 push cartridge into internal magazine
 
proto native bool CanAttachMagazine (int muzzleIndex, Magazine mag)
 query if a magazine can be attached to weapon
 
proto native bool TestAttachMagazine (int muzzleIndex, Magazine mag, bool do_occupancy_test, bool do_script_check)
 query if a magazine can be attached to weapon
 
proto native bool AttachMagazine (int muzzleIndex, Magazine mag)
 perform attachment of a magazine to weapon
 
proto native Magazine GetMagazine (int muzzleIndex)
 
proto native float GetReloadTime (int muzzleIndex)
 defines time from one shot to another
 
proto native bool CanChamberFromMag (int muzzleIndex, Magazine mag)
 query if a bullet from magazine can be loaded into chamber
 
proto native owned string GetChamberedCartridgeMagazineTypeName (int muzzleIndex)
 query the type of magazine the cartridge can be unloaded to
 
proto native owned string GetRandomMagazineTypeName (int muzzleIndex)
 
proto native owned string GetMaxMagazineTypeName (int muzzleIndex)
 
proto native int GetMagazineTypeCount (int muzzleIndex)
 
proto native bool EnterOptics ()
 switches to optics mode if possible
 
proto native bool IsInOptics ()
 is weapon in optics mode or not
 
proto native bool ExitOptics ()
 switches out of optics mode (if possible)
 
proto native float GetZoom ()
 returns current percentage of zoom
 
proto native bool SetZoom (float percent)
 sets current zoom (in %)
 
proto native bool ZoomIn ()
 moves current zoom by 1% up
 
proto native bool ZoomOut ()
 moves current zoom by 1% down
 
proto native int GetStepZoom ()
 returns position of currently used value in zoom config array
 
proto native bool SetStepZoom (int step)
 sets zoom to fov value defined at given position in zoom fov config array
 
proto native bool StepZoomIn ()
 sets zoom to next defined (respective to current) value in zoom fov config array
 
proto native bool StepZoomOut ()
 sets zoom to previous (respective to current) defined value in zoom fov config array
 
proto native int GetStepZeroing (int muzzleIndex=0)
 returns position of currently used value in zeroing config array
 
proto native bool SetStepZeroing (int muzzleIndex, int step)
 
proto native bool StepZeroingUp (int muzzleIndex=0)
 sets zeroing to next defined (respective to current) value in zeroing config array
 
proto native bool StepZeroingDown (int muzzleIndex=0)
 sets zeroing to previous (respective to current) defined value in zeroing config array
 
proto native float GetCurrentZeroing (int muzzleIndex=0)
 returns currently used value of zeroing in config array of weapon or attached optics
 
proto native float GetZeroingClamp (int muzzleIndex=0)
 returns maximum allowed discrete distance for the muzzle. Limits attached optics zeroing only! '0' if unclamped
 
proto native bool FlashlightOn ()
 attempt to turn on flashlight
 
proto native bool FlashlightOff ()
 attempt to turn off flashlight
 
proto native bool IsFlashlightOn ()
 query state of flashlight
 
proto native UnderSlugLauncher GetAttachedLauncher ()
 
proto native ItemOptics GetAttachedOptics ()
 
proto native ItemSuppressor GetAttachedSuppressor ()
 
proto native void GetCameraPoint (int muzzleIndex, out vector pos, out vector dir)
 gets camera position & direction in model space of weapon entity
 
proto native float GetZoomInit (int muzzleIndex)
 gets FOV value, when entering optics
 
proto native float GetZoomMin (int muzzleIndex)
 gets FOV minimum
 
proto native float GetZoomMax (int muzzleIndex)
 gets FOV maximum
 
proto native float GetZeroingDistanceZoomMin (int muzzleIndex)
 Gets Zeroing distance at opticsZoomMin.
 
proto native float GetZeroingDistanceZoomMax (int muzzleIndex)
 Gets Zeroing distance at opticsZoomMax.
 
proto native void SelectionBulletShow ()
 
proto native void SelectionBulletHide ()
 
proto native void SelectionMagazineShow ()
 
proto native void SelectionMagazineHide ()
 
void StepZeroingUpAllMuzzles ()
 
void StepZeroingDownAllMuzzles ()
 
override event bool OnUseFromInventory (Man owner)
 
override bool HasFlammableMaterial ()
 
override bool CanBeIgnitedBy (EntityAI igniter=NULL)
 
override bool CanIgniteItem (EntityAI ignite_target=NULL)
 
override void OnIgnitedTarget (EntityAI ignited_item)
 
override void OnIgnitedThis (EntityAI fire_source)
 
override bool IsThisIgnitionSuccessful (EntityAI item_source=NULL)
 

Detailed Description

Definition at line 3 of file InventoryItem.c.

Member Function Documentation

◆ AttachMagazine()

InventoryItemSuper::AttachMagazine ( int muzzleIndex,
Magazine mag )
private

perform attachment of a magazine to weapon

Parameters
[in]muzzleIndex
[in]magmagazine to attach
Returns
true if magazine was attached

◆ CanAttachMagazine()

InventoryItemSuper::CanAttachMagazine ( int muzzleIndex,
Magazine mag )
private

query if a magazine can be attached to weapon

Parameters
[in]muzzleIndex
[in]magmagazine to attach
Returns
true if magazine can be attached

◆ CanBeIgnitedBy()

override bool InventoryItemSuper::CanBeIgnitedBy ( EntityAI igniter = NULL)
inlineprivate

Definition at line 16 of file ItemBook.c.

17 {
18 if (GetHierarchyParent()) return false;
19
20 return true;
21 }

◆ CanChamberFromMag()

InventoryItemSuper::CanChamberFromMag ( int muzzleIndex,
Magazine mag )
private

query if a bullet from magazine can be loaded into chamber

Parameters
[in]muzzleIndex
[in]magmagazine to load from
Returns
true if cartidge from mag can be put into chamber

◆ CanDetachAttachment()

override bool InventoryItemSuper::CanDetachAttachment ( EntityAI parent)
inlineprivate

Definition at line 403 of file InventoryItem.c.

404 {
406
407 bool isPresent = GetInventory().GetCurrentInventoryLocation(loc);
408
409 if (!isPresent || loc.GetSlot() == -1)
410 return false;
411
412 string slotName = InventorySlots.GetSlotName(loc.GetSlot());
413
414 if (slotName && CarScript.Cast(parent).GetCarDoorsState(slotName) == CarDoorState.DOORS_OPEN)
415 return true;
416
417 return false;
418 }
CarDoorState
Definition CarScript.c:2
PlayerSpawnPreset slotName
override int GetCarDoorsState(string slotType)
InventoryLocation.
provides access to slot configuration
static proto native owned string GetSlotName(int id)
converts slot_id to string

References CarScript::GetCarDoorsState(), InventorySlots::GetSlotName(), and slotName.

◆ CanFire()

InventoryItemSuper::CanFire ( int muzzleIndex)
private

query whether the weapon can be fired or not

Returns
true if fire possible

◆ CanIgniteItem()

override bool InventoryItemSuper::CanIgniteItem ( EntityAI ignite_target = NULL)
inlineprivate

Definition at line 23 of file ItemBook.c.

24 {
25 return false;
26 }

◆ CanSpeak()

proto native bool InventoryItemSuper::CanSpeak ( )
private

◆ CreateRound()

proto native bool InventoryItemSuper::CreateRound ( int muzzleIndex)
private

◆ DescriptionOverride()

override bool InventoryItemSuper::DescriptionOverride ( out string output)
inlineprotected

Definition at line 1093 of file InventoryItem.c.

1094 {
1096
1097 return true;
1098 }

References m_Description.

◆ DisplayNameRuinAttach() [1/3]

override bool InventoryItemSuper::DisplayNameRuinAttach ( )
inlineprotected

Definition at line 173 of file InventoryItem.c.

174 {
175 return true;
176 }

◆ DisplayNameRuinAttach() [2/3]

override bool InventoryItemSuper::DisplayNameRuinAttach ( )
inlineprivate

Definition at line 441 of file InventoryItem.c.

442 {
443 return true;
444 }

◆ DisplayNameRuinAttach() [3/3]

override bool InventoryItemSuper::DisplayNameRuinAttach ( )
inlineprivate

Definition at line 655 of file InventoryItem.c.

656 {
657 return true;
658 }

◆ DryDryFire()

proto native bool InventoryItemSuper::DryDryFire ( int muzzleIndex)
private

◆ DryFire()

proto native bool InventoryItemSuper::DryFire ( int muzzleIndex)
private

◆ EEHealthLevelChanged() [1/2]

override void InventoryItemSuper::EEHealthLevelChanged ( int oldLevel,
int newLevel,
string zone )
inlineprotected

Definition at line 183 of file InventoryItem.c.

184 {
185 super.EEHealthLevelChanged(oldLevel, newLevel, zone);
186
188 {
189 string newWheel = "";
190 switch (GetType())
191 {
192 case "HatchbackWheel":
193 newWheel = "HatchbackWheel_Ruined";
194 break;
195
196 case "CivSedanWheel":
197 newWheel = "CivSedanWheel_Ruined";
198 break;
199
200 case "Hatchback_02_Wheel":
201 newWheel = "Hatchback_02_Wheel_Ruined";
202 break;
203
204 case "Sedan_02_Wheel":
205 newWheel = "Sedan_02_Wheel_Ruined";
206 break;
207
208 case "Truck_01_Wheel":
209 newWheel = "Truck_01_Wheel_Ruined";
210 break;
211
212 case "Truck_01_WheelDouble":
213 newWheel = "Truck_01_WheelDouble_Ruined";
214 break;
215
216 case "Offroad_02_Wheel":
217 newWheel = "Offroad_02_Wheel_Ruined";
218 break;
219 }
220
221 if (newWheel != "")
222 {
223 //Unlock to allow creating a new item
224 if (IsLockedInSlot())
226
228 while (child)
229 {
230 RemoveChild(child, false);
231 vector matrix[4];
232 GetTransform(matrix);
233 GetInventory().DropEntityWithTransform(InventoryMode.SERVER, this, EntityAI.Cast(child), matrix);
234 child = GetSibling();
235 }
236
238 lambda.SetTransferParams(true, true, true);
239 GetInventory().ReplaceItemWithNew(InventoryMode.SERVER, lambda);
240 }
241 }
242 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
Definition Inventory.c:22
eBleedingSourceType GetType()
void ReplaceWheelLambda(EntityAI old_item, string new_item_type, PlayerBase player)
void UnlockFromParent()
Unlocks this item from its attachment slot of its parent.
Definition ItemBase.c:5516
const int STATE_RUINED
Definition constants.c:757
proto native Widget GetSibling()
proto native void RemoveChild(Widget child)
proto native Widget GetChildren()

References GetChildren(), GetSibling(), GetType(), RemoveChild(), ReplaceWheelLambda(), GameConstants::STATE_RUINED, and UnlockFromParent().

◆ EEHealthLevelChanged() [2/2]

override void InventoryItemSuper::EEHealthLevelChanged ( int oldLevel,
int newLevel,
string zone )
inlineprivate

Definition at line 425 of file InventoryItem.c.

426 {
427 super.EEHealthLevelChanged(oldLevel, newLevel, zone);
428
430 {
432 switch (zone)
433 {
434 case "Window":
435 PlaySoundSet(sound_plug, "offroad_hit_window_small_SoundSet", 0, 0);
436 break;
437 }
438 }
439 }
bool m_Initialized
Wrapper class for managing sound through SEffectManager.
Definition EffectSound.c:5

References m_Initialized, and GameConstants::STATE_RUINED.

◆ EEKilled()

override void InventoryItemSuper::EEKilled ( Object killer)
inlineprivate

Definition at line 665 of file InventoryItem.c.

666 {
667 if (GetGame().IsServer())
668 {
669 Car car;
670 EntityAI parent = GetHierarchyParent();
671
672 Class.CastTo(car, parent);
673
674
675 if (car)
676 {
677 float amount = car.GetFluidFraction(CarFluid.COOLANT);
678 float newAmount = Math.RandomFloat(amount * 0.2, amount * 0.75);
679
680 car.Leak(CarFluid.COOLANT, newAmount);
681 }
682 }
683 }
CarFluid
Type of vehicle's fluid. (native, do not change or extend)
Definition Car.c:18
Super root of all classes in Enforce script.
Definition EnScript.c:11
Definition EnMath.c:7
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
static proto float RandomFloat(float min, float max)
Returns a random float number between and min[inclusive] and max[exclusive].

References Class::CastTo(), GetGame(), and Math::RandomFloat().

◆ EffectBulletHide()

InventoryItemSuper::EffectBulletHide ( int muzzleIndex)
private

reset effect cartridge in weapon

Parameters
[in]muzzleIndex

◆ EffectBulletShow()

InventoryItemSuper::EffectBulletShow ( int muzzleIndex,
float dmg,
string type )
private

push effect cartridge to Weapon

Parameters
[in]muzzleIndex
[in]ammoDamagedamage of the ammo
[in]ammoTypeNametype name of the ammo

◆ EjectCasing()

InventoryItemSuper::EjectCasing ( int muzzleIndex)
private

ejects casing from chamber

◆ EnableBroadcast()

proto native void InventoryItemSuper::EnableBroadcast ( bool state)
private

◆ EnableReceive()

proto native void InventoryItemSuper::EnableReceive ( bool state)
private

◆ EnterOptics()

InventoryItemSuper::EnterOptics ( )
private

switches to optics mode if possible

Returns
true if success, false otherwise

◆ ExitOptics()

InventoryItemSuper::ExitOptics ( )
private

switches out of optics mode (if possible)

Returns
true if success, false otherwise

◆ Fire()

proto native bool InventoryItemSuper::Fire ( int muzzleIndex,
vector pos,
vector dir,
vector speed )
private

◆ FlashlightOff()

InventoryItemSuper::FlashlightOff ( )
private

attempt to turn off flashlight

Returns
true if on -> off, false otherwise (no flashlight, no power, etc, already off)

◆ FlashlightOn()

InventoryItemSuper::FlashlightOn ( )
private

attempt to turn on flashlight

Returns
true if set on, false otherwise (no flashlight, no power, etc)

◆ GetAttachedLauncher()

InventoryItemSuper::GetAttachedLauncher ( )
private
Returns
returns attached launcher or null

◆ GetAttachedOptics()

InventoryItemSuper::GetAttachedOptics ( )
private
Returns
returns attached optics or null

◆ GetAttachedSuppressor()

InventoryItemSuper::GetAttachedSuppressor ( )
private
Returns
returns attached suppressor or null

◆ GetCameraPoint()

InventoryItemSuper::GetCameraPoint ( int muzzleIndex,
out vector pos,
out vector dir )
private

gets camera position & direction in model space of weapon entity

◆ GetCartridgeInfo()

InventoryItemSuper::GetCartridgeInfo ( int muzzleIndex,
out float ammoDamage,
out string ammoTypeName )
private

get info about the cartridge in the chamber of a muzzle

Parameters
[in]muzzleIndex
[out]ammoDamagedamage of the ammo
[out]ammoTypeNametype name of the ejected ammo
Returns
true if info retrieved

◆ GetChamberAmmoTypeName()

InventoryItemSuper::GetChamberAmmoTypeName ( int muzzleIndex)
private
Parameters
[in]

return returns name of i-th ammo type for chambering

◆ GetChamberedCartridgeMagazineTypeName()

InventoryItemSuper::GetChamberedCartridgeMagazineTypeName ( int muzzleIndex)
private

query the type of magazine the cartridge can be unloaded to

Parameters
[in]muzzleIndex
Returns
entity type name

◆ GetCurrentMode()

proto native int InventoryItemSuper::GetCurrentMode ( int muzzleIndex)
private

◆ GetCurrentModeAutoFire()

proto native bool InventoryItemSuper::GetCurrentModeAutoFire ( int muzzleIndex)
private

◆ GetCurrentModeBurstSize()

proto native int InventoryItemSuper::GetCurrentModeBurstSize ( int muzzleIndex)
private

◆ GetCurrentModeName()

proto native owned string InventoryItemSuper::GetCurrentModeName ( int muzzleIndex)
private

◆ GetCurrentMuzzle()

InventoryItemSuper::GetCurrentMuzzle ( )
private
Returns
returns index of current muzzle

◆ GetCurrentZeroing()

InventoryItemSuper::GetCurrentZeroing ( int muzzleIndex = 0)
private

returns currently used value of zeroing in config array of weapon or attached optics

Returns
currently used value in zeroing

◆ GetInternalMagazineCartridgeCount()

proto native int InventoryItemSuper::GetInternalMagazineCartridgeCount ( int muzzleIndex)
private

◆ GetInternalMagazineCartridgeInfo()

InventoryItemSuper::GetInternalMagazineCartridgeInfo ( int muzzleIndex,
int cartridgeIndex,
out float ammoDamage,
out string ammoTypeName )
private

get info about the cartridge in the internal magazine of a muzzle

Parameters
[in]muzzleIndex
[in]cartridgeIndexhas to be 0 <= cartridgeIndex < GetInternalMagazineCartridgeCount()
[out]ammoDamagedamage of the ammo
[out]ammoTypeNametype name of the ejected ammo
Returns
true if info retrieved

◆ GetInternalMagazineMaxCartridgeCount()

proto native int InventoryItemSuper::GetInternalMagazineMaxCartridgeCount ( int muzzleIndex)
private

◆ GetMagazine()

InventoryItemSuper::GetMagazine ( int muzzleIndex)
private
Parameters
[in]muzzleIndex
Returns
attached magazine

◆ GetMagazineTypeCount()

InventoryItemSuper::GetMagazineTypeCount ( int muzzleIndex)
private
Parameters
[in]

return returns the number of magazines in 'magazines' in config

◆ GetMapStateAnimation()

bool InventoryItemSuper::GetMapStateAnimation ( )
inlineprotected

Definition at line 1027 of file InventoryItem.c.

1028 {
1029 if (GetAnimationPhase("map_opened") == 0)
1030 return true;
1031 return false;
1032 }

◆ GetMarkerArray()

array< ref MapMarker > InventoryItemSuper::GetMarkerArray ( )
inlineprotected

Definition at line 1106 of file InventoryItem.c.

1107 {
1108 return m_MapMarkerArray;
1109 }
ref array< ref MapMarker > m_MapMarkerArray

◆ GetMaxMagazineTypeName()

InventoryItemSuper::GetMaxMagazineTypeName ( int muzzleIndex)
private
Parameters
[in]

return returns the typename of the magazine in 'magazines' in config with highest capacity

◆ GetMeleeTargetType() [1/2]

override int InventoryItemSuper::GetMeleeTargetType ( )
inlineprotected

Definition at line 244 of file InventoryItem.c.

245 {
246 return EMeleeTargetType.NONALIGNABLE;
247 }
EMeleeTargetType

◆ GetMeleeTargetType() [2/2]

override int InventoryItemSuper::GetMeleeTargetType ( )
inlineprivate

Definition at line 420 of file InventoryItem.c.

421 {
422 return EMeleeTargetType.NONALIGNABLE;
423 }

◆ GetMuzzleCount()

InventoryItemSuper::GetMuzzleCount ( )
private
Returns
number of muzzles

◆ GetMuzzleModeCount()

proto native int InventoryItemSuper::GetMuzzleModeCount ( int muzzleIndex)
private

◆ GetRadius()

proto native float InventoryItemSuper::GetRadius ( )
protected

Returns current wheel radius.

◆ GetRandomChamberableAmmoTypeName()

InventoryItemSuper::GetRandomChamberableAmmoTypeName ( int muzzleIndex)
private
Parameters
[in]

return returns the typename of a random ammo registered in 'chamberableFrom' in config

◆ GetRandomMagazineTypeName()

InventoryItemSuper::GetRandomMagazineTypeName ( int muzzleIndex)
private
Parameters
[in]

return returns the typename of a random magazine in 'magazines' in config

◆ GetReloadTime()

InventoryItemSuper::GetReloadTime ( int muzzleIndex)
private

defines time from one shot to another

Parameters
[in]muzzleIndex
Returns
reload time in seconds

◆ GetSlotFromMuzzleIndex()

InventoryItemSuper::GetSlotFromMuzzleIndex ( int muzzleIndex)
private

conversion muzzleIndex -> slotId

Parameters
[in]muzzleIndexmuzzle index
Returns
slotId on success, -1 otherwise

◆ GetStepZeroing()

InventoryItemSuper::GetStepZeroing ( int muzzleIndex = 0)
private

returns position of currently used value in zeroing config array

Returns
position of currently used value in zeroing config array

◆ GetStepZoom()

InventoryItemSuper::GetStepZoom ( )
private

returns position of currently used value in zoom config array

Returns
position of currently used value in zoom config array

◆ GetTotalCartridgeCount()

InventoryItemSuper::GetTotalCartridgeCount ( int muzzleIndex)
private
Returns
returns number of available cartridges in chamber + internal magazine

◆ GetTotalMaxCartridgeCount()

InventoryItemSuper::GetTotalMaxCartridgeCount ( int muzzleIndex)
private
Returns
returns number of max cartridges in chamber + internal magazine

◆ GetTunedFrequency()

proto native float InventoryItemSuper::GetTunedFrequency ( )
private

◆ GetTunedFrequencyIndex()

proto native int InventoryItemSuper::GetTunedFrequencyIndex ( )
private

◆ GetWidth()

proto native float InventoryItemSuper::GetWidth ( )
protected

Returns wheel width.

◆ GetZeroingClamp()

InventoryItemSuper::GetZeroingClamp ( int muzzleIndex = 0)
private

returns maximum allowed discrete distance for the muzzle. Limits attached optics zeroing only! '0' if unclamped

Returns
maximum allowed discrete distance for the muzzle

◆ GetZeroingDistanceZoomMax()

InventoryItemSuper::GetZeroingDistanceZoomMax ( int muzzleIndex)
private

Gets Zeroing distance at opticsZoomMax.

◆ GetZeroingDistanceZoomMin()

InventoryItemSuper::GetZeroingDistanceZoomMin ( int muzzleIndex)
private

Gets Zeroing distance at opticsZoomMin.

◆ GetZoom()

InventoryItemSuper::GetZoom ( )
private

returns current percentage of zoom

Returns
current percentage of zoom

◆ GetZoomInit()

InventoryItemSuper::GetZoomInit ( int muzzleIndex)
private

gets FOV value, when entering optics

◆ GetZoomMax()

InventoryItemSuper::GetZoomMax ( int muzzleIndex)
private

gets FOV maximum

◆ GetZoomMin()

InventoryItemSuper::GetZoomMin ( int muzzleIndex)
private

gets FOV minimum

◆ HasFlammableMaterial()

override bool InventoryItemSuper::HasFlammableMaterial ( )
inlineprivate

Definition at line 11 of file ItemBook.c.

12 {
13 return true;
14 }

◆ HasInternalMagazine()

InventoryItemSuper::HasInternalMagazine ( int muzzleIndex)
private
Note
passing in -1 will check all muzzles
Returns
true if weapon has an internal magazine

◆ InitMapState()

void InventoryItemSuper::InitMapState ( )
inlineprotected

Definition at line 978 of file InventoryItem.c.

979 {
980 string path = "CfgWorlds " + GetGame().GetWorldName();
981
982 GetGame().ConfigGetText(path + " mapDisplayNameKey", m_DisplayName);
983 GetGame().ConfigGetText(path + " mapDescriptionKey", m_Description);
984 GetGame().ConfigGetText(path + " mapTextureClosed", m_TextureClosed);
985 GetGame().ConfigGetText(path + " mapTextureOpened", m_TextureOpened);
986 GetGame().ConfigGetText(path + " mapTextureLegend", m_TextureLegend);
987
988 SetObjectTexture(0, m_TextureClosed);
989 SetObjectTexture(1, m_TextureOpened);
990 SetObjectTexture(2, m_TextureLegend);
991
992 //m_MarkerArray = new ref array<vector,int,int,string>;
994 if (GetGame().IsMultiplayer() && GetGame().IsServer())
996 }

References GetGame(), m_Description, and path.

◆ InsertMarker()

void InventoryItemSuper::InsertMarker ( vector pos,
string text,
int color,
int idx )
inlineprotected

Definition at line 1100 of file InventoryItem.c.

1101 {
1103 m_MapMarkerArray.Insert(marker);
1104 }

◆ IsActivated()

InventoryItemSuper::IsActivated ( )
private
Returns
true if grenade is GR_TRIGGERED or GR_EXPLODED

◆ IsBroadcasting()

proto native bool InventoryItemSuper::IsBroadcasting ( )
private

◆ IsChamberEjectable()

InventoryItemSuper::IsChamberEjectable ( int muzzleIndex)
private

detects presence of ejectable cartridge in muzzle's chamber

Returns
true if eject-able

◆ IsChamberEmpty()

InventoryItemSuper::IsChamberEmpty ( int muzzleIndex)
private

detects empty chamber

Returns
true if no cartridge in chamber

◆ IsChamberFiredOut()

InventoryItemSuper::IsChamberFiredOut ( int muzzleIndex)
private

detects presence of fired out casing in chamber

Returns
true if casing in chamber

◆ IsChamberFull()

InventoryItemSuper::IsChamberFull ( int muzzleIndex)
private

maximum number of cartridges in chamber

Returns
true if full

◆ IsChamberFullEx()

bool InventoryItemSuper::IsChamberFullEx ( int muzzleIndex)
inlineprivate

Definition at line 97 of file Weapon.c.

98 {
100 }
proto native bool IsChamberFull(int muzzleIndex)
maximum number of cartridges in chamber

References IsChamberFull().

◆ IsChamberJammed()

InventoryItemSuper::IsChamberJammed ( int muzzleIndex)
private

detects presence of damaged cartridge in chamber

Returns
true if jammed

◆ IsFlashlightOn()

InventoryItemSuper::IsFlashlightOn ( )
private

query state of flashlight

Returns
true if set on

◆ IsInOptics()

InventoryItemSuper::IsInOptics ( )
private

is weapon in optics mode or not

Returns
true if in optics mode, false otherwise

◆ IsInternalMagazineFull()

InventoryItemSuper::IsInternalMagazineFull ( int muzzleIndex)
inlineprivate

maximum number of cartridges in internal magazine

Returns
true if full

Definition at line 122 of file Weapon.c.

proto native int GetInternalMagazineMaxCartridgeCount(int muzzleIndex)
proto native int GetInternalMagazineCartridgeCount(int muzzleIndex)

◆ IsPinned()

InventoryItemSuper::IsPinned ( )
private
Returns
true if grenade is pinned

◆ IsReceiving()

proto native bool InventoryItemSuper::IsReceiving ( )
private

◆ IsThisIgnitionSuccessful()

override bool InventoryItemSuper::IsThisIgnitionSuccessful ( EntityAI item_source = NULL)
inlineprivate

Definition at line 37 of file ItemBook.c.

38 {
39 return Fireplace.CanIgniteEntityAsFireplace(this);
40 }

◆ IsTurnedOn()

bool InventoryItemSuper::IsTurnedOn ( )
inlineprivate

Definition at line 55 of file InventoryItem.c.

56 {
57 return true;
58 }

◆ IsWeapon()

override bool InventoryItemSuper::IsWeapon ( )
inlineprivate

Definition at line 6 of file Weapon.c.

6{ return true; }

◆ ItemMap()

void InventoryItemSuper::ItemMap ( )
inlineprotected

Definition at line 973 of file InventoryItem.c.

974 {
975 InitMapState();
976 }

◆ NameOverride()

override bool InventoryItemSuper::NameOverride ( out string output)
inlineprotected

Definition at line 1086 of file InventoryItem.c.

1087 {
1089
1090 return true;
1091 }

◆ OnIgnitedTarget()

override void InventoryItemSuper::OnIgnitedTarget ( EntityAI ignited_item)
inlineprivate

Definition at line 28 of file ItemBook.c.

29 {
30 }

◆ OnIgnitedThis()

override void InventoryItemSuper::OnIgnitedThis ( EntityAI fire_source)
inlineprivate

Definition at line 32 of file ItemBook.c.

33 {
34 Fireplace.IgniteEntityAsFireplace(this, fire_source);
35 }

◆ OnInventoryEnter() [1/2]

override void InventoryItemSuper::OnInventoryEnter ( Man player)
inlineprivate

Definition at line 60 of file InventoryItem.c.

61 {
62 super.OnInventoryEnter(player);
63
65 if (pb && IsTurnedOn())
66 pb.MapNavigationItemInPossession(this);
67 }

◆ OnInventoryEnter() [2/2]

override void InventoryItemSuper::OnInventoryEnter ( Man player)
inlineprivate

Definition at line 106 of file InventoryItem.c.

107 {
108 super.OnInventoryEnter(player);
109
110 if (IsRuined())
111 return;
112
114 if (pb)
115 pb.MapNavigationItemInPossession(this);
116 }

◆ OnInventoryExit() [1/2]

override void InventoryItemSuper::OnInventoryExit ( Man player)
inlineprivate

Definition at line 69 of file InventoryItem.c.

70 {
71 super.OnInventoryExit(player);
72
74 if (pb)
75 pb.MapNavigationItemNotInPossession(this);
76 }

◆ OnInventoryExit() [2/2]

override void InventoryItemSuper::OnInventoryExit ( Man player)
inlineprivate

Definition at line 118 of file InventoryItem.c.

119 {
120 super.OnInventoryExit(player);
121
122 if (IsRuined())
123 return;
124
126 if (pb)
127 pb.MapNavigationItemNotInPossession(this);
128 }

◆ OnItemLocationChanged()

override void InventoryItemSuper::OnItemLocationChanged ( EntityAI old_owner,
EntityAI new_owner )
inlineprotected

Definition at line 998 of file InventoryItem.c.

999 {
1000 super.OnItemLocationChanged(old_owner, new_owner);
1001
1002 SetMapStateOpen(false, PlayerBase.Cast(old_owner));
1003 }
void SetMapStateOpen(bool state, PlayerBase player)
displays open/closed selections; 1 == opened

◆ OnRPC()

override void InventoryItemSuper::OnRPC ( PlayerIdentity sender,
int rpc_type,
ParamsReadContext ctx )
inlineprotected

Definition at line 1052 of file InventoryItem.c.

1053 {
1054 super.OnRPC(sender, rpc_type, ctx);
1055
1056 //array<vector,int,int,string> tmp_array = new array<vector,int,int,string>;
1057 //Param1<ref array<vector,int,int,string>> param = new Param1<ref array<vector,int,int,string>>(m_MarkerArray);
1059
1060 if (rpc_type == ERPCs.RPC_SEND_MAP_MARKERS)
1061 {
1062 if (ctx.Read(params))
1063 {
1064 //Print("Map | OnRPC | m_MapMarkerArray_new count: " + m_MapMarkerArray_new.Count());
1065 }
1066 }
1067 }
ERPCs
Definition ERPCs.c:2

◆ OnStoreLoad()

override bool InventoryItemSuper::OnStoreLoad ( ParamsReadContext ctx,
int version )
inlineprotected

Definition at line 1069 of file InventoryItem.c.

1070 {
1071 if (!super.OnStoreLoad(ctx, version))
1072 return false;
1073
1074 if (version >= 108 && !ctx.Read(m_MapMarkerArray))
1075 return false;
1076 return true;
1077 }

◆ OnStoreSave()

override void InventoryItemSuper::OnStoreSave ( ParamsWriteContext ctx)
inlineprotected

Definition at line 1079 of file InventoryItem.c.

1080 {
1081 super.OnStoreSave(ctx);
1082
1083 ctx.Write(m_MapMarkerArray);
1084 }

◆ OnUseFromInventory()

override event bool InventoryItemSuper::OnUseFromInventory ( Man owner)
inlineprivate

Definition at line 3 of file ItemBook.c.

4 {
5 return false;
6 }

◆ OnWasAttached() [1/3]

override void InventoryItemSuper::OnWasAttached ( EntityAI parent,
int slot_id )
inlineprivate

Definition at line 78 of file InventoryItem.c.

79 {
80 super.OnWasAttached(parent, slot_id);
81
82 PlayerBase player = PlayerBase.Cast(parent);
83 if (parent.GetHierarchyRoot())
84 player = PlayerBase.Cast(parent.GetHierarchyRoot());
85
86 if (player && IsTurnedOn())
87 player.MapNavigationItemInPossession(this);
88 }

◆ OnWasAttached() [2/3]

override void InventoryItemSuper::OnWasAttached ( EntityAI parent,
int slot_id )
inlineprivate

Definition at line 130 of file InventoryItem.c.

131 {
132 super.OnWasAttached(parent, slot_id);
133
134 if (IsRuined())
135 return;
136
137 PlayerBase player = PlayerBase.Cast(parent);
138 if (parent.GetHierarchyParent())
139 player = PlayerBase.Cast(parent.GetHierarchyParent());
140
141 if (player)
142 player.MapNavigationItemInPossession(this);
143 }

◆ OnWasAttached() [3/3]

override void InventoryItemSuper::OnWasAttached ( EntityAI parent,
int slot_id )
inlineprotected

Definition at line 256 of file InventoryItem.c.

257 {
258 super.OnWasAttached(parent, slot_id);
259
260#ifndef SERVER
262 effect.SetAutodestroy(true);
263#endif
264 }
class JsonUndergroundAreaTriggerData GetPosition
Manager class for managing Effect (EffectParticle, EffectSound)
static EffectSound PlaySound(string sound_set, vector position, float play_fade_in=0, float stop_fade_out=0, bool loop=false)
Create and play an EffectSound.

References GetPosition, and SEffectManager::PlaySound().

◆ OnWasDetached() [1/3]

override void InventoryItemSuper::OnWasDetached ( EntityAI parent,
int slot_id )
inlineprivate

Definition at line 90 of file InventoryItem.c.

91 {
92 super.OnWasDetached(parent, slot_id);
93
94 PlayerBase player = PlayerBase.Cast(parent);
95 if (parent.GetHierarchyRoot())
96 player = PlayerBase.Cast(parent.GetHierarchyRoot());
97
98 if (player)
99 player.MapNavigationItemNotInPossession(this);
100 }

◆ OnWasDetached() [2/3]

override void InventoryItemSuper::OnWasDetached ( EntityAI parent,
int slot_id )
inlineprivate

Definition at line 145 of file InventoryItem.c.

146 {
147 super.OnWasDetached(parent, slot_id);
148
149 if (IsRuined())
150 return;
151
152 PlayerBase player = PlayerBase.Cast(parent);
153 if (parent.GetHierarchyParent())
154 player = PlayerBase.Cast(parent.GetHierarchyParent());
155
156 if (player)
157 player.MapNavigationItemNotInPossession(this);
158 }

◆ OnWasDetached() [3/3]

override void InventoryItemSuper::OnWasDetached ( EntityAI parent,
int slot_id )
inlineprotected

Definition at line 266 of file InventoryItem.c.

267 {
268 super.OnWasDetached(parent, slot_id);
269
270#ifndef SERVER
272 effect.SetAutodestroy(true);
273#endif
274 }

References GetPosition, and SEffectManager::PlaySound().

◆ PopCartridgeFromChamber()

InventoryItemSuper::PopCartridgeFromChamber ( int muzzleIndex,
out float ammoDamage,
out string ammoTypeName )
private

removes cartridge from chamber

◆ PopCartridgeFromInternalMagazine()

InventoryItemSuper::PopCartridgeFromInternalMagazine ( int muzzleIndex,
out float ammoDamage,
out string ammoTypeName )
private

removes top-most cartridge from internal magazine

◆ PushCartridgeToChamber()

InventoryItemSuper::PushCartridgeToChamber ( int muzzleIndex,
float ammoDamage,
string ammoTypeName )
private

push cartridge to chamber

◆ PushCartridgeToInternalMagazine()

InventoryItemSuper::PushCartridgeToInternalMagazine ( int muzzleIndex,
float ammoDamage,
string ammoTypeName )
private

push cartridge into internal magazine

◆ SelectionBulletHide()

proto native void InventoryItemSuper::SelectionBulletHide ( )
private

◆ SelectionBulletShow()

proto native void InventoryItemSuper::SelectionBulletShow ( )
private

◆ SelectionMagazineHide()

proto native void InventoryItemSuper::SelectionMagazineHide ( )
private

◆ SelectionMagazineShow()

proto native void InventoryItemSuper::SelectionMagazineShow ( )
private

◆ SetActions() [1/4]

override void InventoryItemSuper::SetActions ( )
inlineprotected

Definition at line 249 of file InventoryItem.c.

250 {
251 super.SetActions();
254 }
void ActionDetach()
void AddAction(typename actionName)

References ActionDetach(), and AddAction().

◆ SetActions() [2/4]

override void InventoryItemSuper::SetActions ( )
inlineprivate

Definition at line 451 of file InventoryItem.c.

452 {
453 super.SetActions();
454
457 }

References ActionDetach(), and AddAction().

◆ SetActions() [3/4]

override void InventoryItemSuper::SetActions ( )
inlineprivate

Definition at line 685 of file InventoryItem.c.

686 {
687 super.SetActions();
688
691 }

References ActionDetach(), and AddAction().

◆ SetActions() [4/4]

override void InventoryItemSuper::SetActions ( )
inlineprivate

Definition at line 924 of file InventoryItem.c.

925 {
926 super.SetActions();
928 }

References AddAction().

◆ SetCanSpeak()

proto native void InventoryItemSuper::SetCanSpeak ( bool onOff)
private

◆ SetCurrentMode()

proto native void InventoryItemSuper::SetCurrentMode ( int muzzleIndex,
int mode )
private

◆ SetCurrentMuzzle()

InventoryItemSuper::SetCurrentMuzzle ( int muzzleIndex)
private

sets index of active muzzle

Parameters
[in]muzzleIndex

◆ SetFrequencyByIndex()

proto native void InventoryItemSuper::SetFrequencyByIndex ( int index)
private

◆ SetGroundAnimFrameIndex()

InventoryItemSuper::SetGroundAnimFrameIndex ( int groundAnimFrameIndex)
private

sets animation frame for ground state when animation is specified in config

◆ SetIgnited()

InventoryItemSuper::SetIgnited ( )
private

sets grenade to state GR_TRIGGERED (if the state transition is possible)

Returns
true if state already set or if state transition performed, false otherwise

◆ SetMapStateOpen()

void InventoryItemSuper::SetMapStateOpen ( bool state,
PlayerBase player )
inlineprotected

displays open/closed selections; 1 == opened

Definition at line 1006 of file InventoryItem.c.

1007 {
1008 if (player)
1009 {
1010 player.SetMapOpen(state);
1011 if (state)
1012 player.OnItemInHandsChanged();
1013 }
1014
1015 if (state)
1016 {
1017 ShowSelection("map_opened");
1018 HideSelection("map_closed");
1019 }
1020 else
1021 {
1022 ShowSelection("map_closed");
1023 HideSelection("map_opened");
1024 }
1025 }

◆ SetMuzzleMode()

proto native void InventoryItemSuper::SetMuzzleMode ( int muzzleIndex,
int modeIndex )
private

◆ SetNextChannel()

proto native void InventoryItemSuper::SetNextChannel ( )
private

◆ SetNextMuzzleMode()

proto native void InventoryItemSuper::SetNextMuzzleMode ( int muzzleIndex)
private

◆ SetPinned()

InventoryItemSuper::SetPinned ( )
private

sets grenade to state GR_PINNED (if the state transition is possible)

Returns
true if state already set or if state transition performed, false otherwise

◆ SetPrevChannel()

proto native void InventoryItemSuper::SetPrevChannel ( )
private

◆ SetStepZeroing()

proto native bool InventoryItemSuper::SetStepZeroing ( int muzzleIndex,
int step )
private

◆ SetStepZoom()

InventoryItemSuper::SetStepZoom ( int step)
private

sets zoom to fov value defined at given position in zoom fov config array

Parameters
[in]indexof configured step, range [0..cfg_max]
Returns
true if zoom set

◆ SetUnpinned()

InventoryItemSuper::SetUnpinned ( )
private

sets grenade to state GR_UNPINNED (if the state transition is possible)

Returns
true if state already set or if state transition performed, false otherwise

◆ SetZoom()

InventoryItemSuper::SetZoom ( float percent)
private

sets current zoom (in %)

Parameters
[in]percentzoom to set in range [0.0f .. 100.0f]
Returns
true if zoom set

◆ ShowZonesHealth() [1/3]

override bool InventoryItemSuper::ShowZonesHealth ( )
inlineprotected

Definition at line 178 of file InventoryItem.c.

179 {
180 return true;
181 }

◆ ShowZonesHealth() [2/3]

override bool InventoryItemSuper::ShowZonesHealth ( )
inlineprivate

Definition at line 446 of file InventoryItem.c.

447 {
448 return true;
449 }

◆ ShowZonesHealth() [3/3]

override bool InventoryItemSuper::ShowZonesHealth ( )
inlineprivate

Definition at line 660 of file InventoryItem.c.

661 {
662 return true;
663 }

◆ StepZeroingDown()

InventoryItemSuper::StepZeroingDown ( int muzzleIndex = 0)
private

sets zeroing to previous (respective to current) defined value in zeroing config array

Returns
true if zeroing set

◆ StepZeroingDownAllMuzzles()

void InventoryItemSuper::StepZeroingDownAllMuzzles ( )
inlineprivate

Definition at line 456 of file Weapon.c.

457 {
458 for (int i = 0; i < GetMuzzleCount(); i++)
460 }
proto native bool StepZeroingDown(int muzzleIndex=0)
sets zeroing to previous (respective to current) defined value in zeroing config array
proto native int GetMuzzleCount()

◆ StepZeroingUp()

InventoryItemSuper::StepZeroingUp ( int muzzleIndex = 0)
private

sets zeroing to next defined (respective to current) value in zeroing config array

Returns
true if zeroing set

◆ StepZeroingUpAllMuzzles()

void InventoryItemSuper::StepZeroingUpAllMuzzles ( )
inlineprivate

Definition at line 450 of file Weapon.c.

451 {
452 for (int i = 0; i < GetMuzzleCount(); i++)
454 }
proto native bool StepZeroingUp(int muzzleIndex=0)
sets zeroing to next defined (respective to current) value in zeroing config array

◆ StepZoomIn()

InventoryItemSuper::StepZoomIn ( )
private

sets zoom to next defined (respective to current) value in zoom fov config array

Returns
true if zoom set

◆ StepZoomOut()

InventoryItemSuper::StepZoomOut ( )
private

sets zoom to previous (respective to current) defined value in zoom fov config array

Returns
true if zoom set

◆ Synchronize()

InventoryItemSuper::Synchronize ( )
private

Force synchronizes the weapon state from Server to Client. Use with caution.

◆ SyncMapMarkers()

void InventoryItemSuper::SyncMapMarkers ( )
inlineprotected

Definition at line 1034 of file InventoryItem.c.

1035 {
1036 if (m_MapMarkerArray.Count() <= 0)
1037 return;
1038
1040 //Param1<ref array<vector,int,int,string>> params = new Param1<ref array<vector,int,int,string>>( m_MarkerArray );
1042
1043 if (GetGame().IsServer() && GetHierarchyRootPlayer()) //TODO do we need PlayerIdentity here?
1044 {
1045 pid = GetHierarchyRootPlayer().GetIdentity();
1046 RPCSingleParam(ERPCs.RPC_SEND_MAP_MARKERS, params, true, pid);
1047 }
1048 else
1049 RPCSingleParam(ERPCs.RPC_SEND_MAP_MARKERS, params, true);
1050 }
The class that will be instanced (moddable)
Definition gameplay.c:376

References GetGame().

◆ TestAttachMagazine()

InventoryItemSuper::TestAttachMagazine ( int muzzleIndex,
Magazine mag,
bool do_occupancy_test,
bool do_script_check )
private

query if a magazine can be attached to weapon

Parameters
[in]muzzleIndex
[in]magmagazine to attach
[in]do_occupancy_testif false, skips test for presence of another magazine in weapon
[in]do_script_checkif false, skips script conditions
Returns
true if magazine can be attached

◆ ZoomIn()

InventoryItemSuper::ZoomIn ( )
private

moves current zoom by 1% up

Returns
true if zoom set

◆ ZoomOut()

InventoryItemSuper::ZoomOut ( )
private

moves current zoom by 1% down

Returns
true if zoom set

Member Data Documentation

◆ m_AttachSound

string InventoryItemSuper::m_AttachSound = "Offroad_Wheel_Attach_SoundSet"
protected

Definition at line 164 of file InventoryItem.c.

◆ m_Description

string InventoryItemSuper::m_Description
protected

Definition at line 971 of file InventoryItem.c.

◆ m_DetachSound

string InventoryItemSuper::m_DetachSound = "Offroad_Wheel_Remove_SoundSet"
protected

Definition at line 165 of file InventoryItem.c.

◆ m_DisplayName

string InventoryItemSuper::m_DisplayName
protected

Definition at line 970 of file InventoryItem.c.

◆ m_MapMarkerArray

ref array<ref MapMarker> InventoryItemSuper::m_MapMarkerArray
protected

Definition at line 965 of file InventoryItem.c.

◆ m_TextureClosed

string InventoryItemSuper::m_TextureClosed
protected

Definition at line 967 of file InventoryItem.c.

◆ m_TextureLegend

string InventoryItemSuper::m_TextureLegend
protected

Definition at line 969 of file InventoryItem.c.

◆ m_TextureOpened

string InventoryItemSuper::m_TextureOpened
protected

Definition at line 968 of file InventoryItem.c.


The documentation for this class was generated from the following files: