DayZ 1.24
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Weapon Member List

This is the complete list of members for Weapon, including all inherited members.

AfterStoreLoad()Weaponinlineprotected
AssembleGun()Weaponprotected
CanBeUsedForSuicide()Weaponinlineprotected
CanChamberBullet(int muzzleIndex, Magazine mag)Weaponinlineprotected
CanEjectBullet()Weaponinlineprotected
CanEnterIronsights()Weaponinlineprotected
CanFire()Weaponinlineprotected
CanProcessAction(int action, int actionType)Weaponinlineprotected
CanProcessWeaponEvents()Weaponinlineprotected
CanReleaseAttachment(EntityAI attachment)Weaponinlineprotected
CanRemoveFromHands(EntityAI parent)Weaponinlineprotected
CopyWeaponStateFrom(notnull Weapon_Base src)Weaponinlineprotected
CreateWeaponWithAmmo(string weaponType, string magazineType="", int flags=WeaponWithAmmoFlags.CHAMBER)Weaponinlineprotectedstatic
DEFAULT_DAMAGE_ON_SHOTWeaponprotected
EEFired(int muzzleType, int mode, string ammoType)Weaponinlineprotected
EEInit()Weaponinlineprotected
EEItemAttached(EntityAI item, string slot_name)Weaponinlineprotected
EEItemDetached(EntityAI item, string slot_name)Weaponinlineprotected
EEItemLocationChanged(notnull InventoryLocation oldLoc, notnull InventoryLocation newLoc)Weaponinlineprotected
EjectCartridge(int muzzleIndex, out float ammoDamage, out string ammoTypeName)Weaponinlineprotected
FillChamber(string ammoType="", int flags=WeaponWithAmmoFlags.CHAMBER)Weaponinlineprotected
FillInnerMagazine(string ammoType="", int flags=WeaponWithAmmoFlags.CHAMBER)Weaponinlineprotected
ForceSyncSelectionState()Weaponinlineprotected
GetAbility(int index)Weaponinlineprotected
GetAbilityCount()Weaponinlineprotected
GetBayonetAttachmentIdx()Weaponinlineprotected
GetBurstCount()Weaponinlineprotected
GetButtstockAttachmentIdx()Weaponinlineprotected
GetChanceToJam()Weaponinlineprotected
GetCurrentStableStateID()Weaponinlineprotected
GetCurrentState()Weaponinlineprotected
GetEffectiveAttachmentLength()Weaponinlineprotected
GetInternalStateID()Weaponinlineprotected
GetMuzzleStates()Weaponinlineprotected
GetPropertyModifierObject()Weaponinlineprotected
GetSlotsCountCorrect()Weaponinlineprotected
GetSlotsCountCorrect()Weaponinlineprivate
GetSyncChanceToJam()Weaponinlineprotected
GetWeaponAnimState()Weaponinlineprotected
GetWeaponDOF()Weaponinlineprotected
GetWeaponSpecificCommand(int weaponAction, int subCommand)Weaponinlineprotected
GetWeightSpecialized(bool forceRecalc=false)Weaponinlineprotected
HasActionAbility(int action, int actionType)Weaponinlineprotected
HasBayonetAttached()Weaponinlineprotected
HasButtstockAttached()Weaponinlineprotected
HideBullet(int muzzleIndex)Weaponinlineprotected
HideMagazine()Weaponinlineprotected
HideWeaponBarrel(bool state)Weaponinlineprotected
hit_maskWeaponprotected
InitDOFProperties(out array< float > temp_array)Weaponinlineprotected
InitReliability(out array< float > reliability_array)Weaponinlineprotected
InitShoulderDistance()Weaponinlineprotected
InitStateMachine()Weaponinlineprotected
InitWeaponLength()Weaponinlineprotected
InitWeaponLiftCheckVerticalOffset()Weaponinlineprotected
IsCharged()Weaponinlineprotected
IsIdle()Weaponinlineprotected
IsJammed()Weaponinlineprotected
IsRemoteWeapon()Weaponinlineprotected
IsShowingChamberedBullet()Weaponinlineprotected
IsWaitingForActionFinish()Weaponinlineprotected
IsWeaponOpen()Weaponinlineprotected
JamCheck(int muzzleIndex)Weaponinlineprotected
LiftWeaponCheck(PlayerBase player)Weaponinlineprotected
LiftWeaponRaycastResultCheck(notnull RaycastRVResult res)Weaponinlineprotected
LoadCurrentFSMState(ParamsReadContext ctx, int version)Weaponinlineprotected
m_abilitiesWeaponprotected
m_BayonetAttachedWeaponprotected
m_BayonetAttachmentIdxWeaponprotected
m_bulletSelectionIndexWeaponprotected
m_BurstCountWeaponprotected
m_ButtstockAttachedWeaponprotected
m_ButtstockAttachmentIdxWeaponprotected
m_ChanceToJamWeaponprotected
m_ChanceToJamSyncWeaponprotected
m_ChargedWeaponprotected
m_DmgPerShotWeaponprotected
m_DOFPropertiesWeaponprotected
m_fsmWeaponprotected
m_isJammedWeaponprotected
m_LastLiftPositionWeaponprotected
m_LiftWeaponWeaponprotected
m_magazineSimpleSelectionIndexWeaponprotected
m_PropertyModifierObjectWeaponprotected
m_ShoulderDistanceWeaponprotected
m_weaponAnimStateWeaponprotected
m_weaponHideBarrelIdxWeaponprotected
m_WeaponLengthWeaponprotected
m_WeaponLiftCheckVerticalOffsetWeaponprotected
m_WeaponOpenWeaponprotected
OnDebugSpawn()Weaponinlineprotected
OnFire(int muzzle_index)Weaponinlineprotected
OnFireModeChange(int fireMode)Weaponinlineprotected
OnInventoryEnter(Man player)Weaponinlineprotected
OnInventoryExit(Man player)Weaponinlineprotected
OnItemLocationChanged(EntityAI old_owner, EntityAI new_owner)Weaponinlineprotected
OnStoreLoad(ParamsReadContext ctx, int version)Weaponinlineprotected
OnStoreSave(ParamsWriteContext ctx)Weaponinlineprotected
ProcessMeleeItemDamage(int mode=0)Weaponinlineprotected
ProcessWeaponAbortEvent(WeaponEventBase e)Weaponinlineprotected
ProcessWeaponEvent(WeaponEventBase e)Weaponinlineprotected
RandomizeFSMState()Weaponinlineprotected
ResetBurstCount()Weaponinlineprotected
ResetWeaponAnimState()Weaponinlineprotected
SAMF_DEFAULTWeaponprivate
SAMF_RNGWeaponprivate
SaveCurrentFSMState(ParamsWriteContext ctx)Weaponinlineprotected
SetActions()Weaponinlineprotected
SetBayonetAttached(bool pState, int slot_idx=-1)Weaponinlineprotected
SetButtstockAttached(bool pState, int slot_idx=-1)Weaponinlineprotected
SetCharged(bool value)Weaponinlineprotected
SetInitialState(WeaponStableState initState)Weaponinlineprotected
SetJammed(bool value)Weaponinlineprotected
SetSyncJammingChance(float jamming_chance)Weaponinlineprotected
SetWeaponAnimState(int state)Weaponinlineprotected
SetWeaponOpen(bool value)Weaponinlineprotected
ShowBullet(int muzzleIndex)Weaponinlineprotected
ShowMagazine()Weaponinlineprotected
SpawnAmmo(string magazineType="", int flags=WeaponWithAmmoFlags.CHAMBER)Weaponinlineprotected
SpawnAttachedMagazine(string magazineType="", int flags=WeaponWithAmmoFlags.CHAMBER)Weaponinlineprotected
SpawnRecoilObject()Weaponinlineprotected
SyncEventToRemote(WeaponEventBase e)Weaponinlineprotected
SyncSelectionState(bool has_bullet, bool has_mag)Weaponinlineprotected
ValidateAndRepair()Weaponinlineprotected
Weapon_Base()Weaponinlineprotected