41 action_data.m_Player.GetWeaponManager().LoadMultiBullet(
mag,
this);
57 action_data.m_Player.GetWeaponManager().LoadMultiBulletStop();
131 return player.GetWeaponManager().CanLoadBullet(
weapon,
player.GetWeaponManager().GetPreparedMagazine());
144 int maxCount =
weapon.GetInternalMagazineMaxCartridgeCount(0) + 1;
162 action_data.m_Player.GetWeaponManager().LoadMultiBullet(
mag,
this);
167 action_data.m_Player.GetWeaponManager().LoadMultiBulletStop();
214 action_data.m_Player.GetWeaponManager().LoadMultiBullet(
mag,
this);
219 action_data.m_Player.GetWeaponManager().LoadMultiBulletStop();
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override bool CanBeSetFromInventory()
void FirearmActionLoadMultiBullet()
override bool HasProgress()
override bool CanBePerformedFromQuickbar()
override int GetActionCategory()
override void OnEndInput(ActionData action_data)
override void Start(ActionData action_data)
override bool CanBePerformedFromInventory()
override bool HasProgress()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnEndInput(ActionData action_data)
void FirearmActionLoadMultiBulletQuick()
override void Start(ActionData action_data)
override void CreateConditionComponents()
override bool HasTarget()
override bool CanContinue(ActionData action_data)
void FirearmActionLoadMultiBulletRadial()
override bool HasProgress()
override void CreateConditionComponents()
override void OnEnd(ActionData action_data)
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnStart(ActionData action_data)
script counterpart to engine's class Weapon