208 SelectionBulletHide();
231 super.OnDebugSpawn();
233 inventory.CreateInInventory(
"FNP45_MRDSOptic");
234 inventory.CreateInInventory(
"Battery9V");
239 entity.SpawnEntityOnGroundPos(
"Ammo_12gaPellets",
entity.GetPosition());
240 entity.SpawnEntityOnGroundPos(
"Ammo_12gaSlug",
entity.GetPosition());
241 entity.SpawnEntityOnGroundPos(
"Ammo_12gaRubberSlug",
entity.GetPosition());
void AddAction(typename actionName)
void RemoveAction(typename actionName)
override bool IsRepairEnabled()
override bool HasBullet()
override void InitMuzzleArray()
override bool HasMagazine()
FirearmActionLoadBullet FirearmActionBase FirearmActionLoadBulletQuick()
class WeaponGuardIsDestroyed extends WeaponGuardBase m_weapon
override int GetCurrentStateID()
override void OnExit(HandEventBase e)
HandStateEquipped OnEntry
@ DEFAULT
default weapon state, closed and discharged
enum FSMTransition WeaponTransition
ref array< MuzzleState > m_muzzleHasBullet
pair ( action, actionType )
Super root of all classes in Enforce script.
script counterpart to engine's class Inventory
static bool IsWeaponLogEnable()
override void InitStateMachine()
override bool CanChamberBullet(int muzzleIndex, Magazine mag)
override RecoilBase SpawnRecoilObject()
override void SetActions()
override void OnDebugSpawn()
base for rifles @NOTE name copies config base class
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
handle jamming state set jam/unjam state for weapon
override bool IsBoltOpen()
override void InitMuzzleArray()
override bool HasMagazine()
override bool IsRepairEnabled()
override void OnEntry(WeaponEventBase e)
override int GetCurrentStateID()
override bool HasBullet()
override void OnExit(WeaponEventBase e)
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
WeaponActionChamberingTypes
WeaponActionUnjammingTypes