◆ CanBeEquipped()
◆ CanSetSights()
proto external bool BaseWeaponComponent.CanSetSights |
( |
int |
sightsIndex | ) |
|
◆ CanSwitchSights()
proto external bool BaseWeaponComponent.CanSwitchSights |
( |
| ) |
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◆ CanSwitchToSights()
proto external bool BaseWeaponComponent.CanSwitchToSights |
( |
int |
sightsIndex | ) |
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◆ FindAvailableSights()
proto external int BaseWeaponComponent.FindAvailableSights |
( |
| ) |
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◆ GetAttachedSights()
◆ GetAttachments()
◆ GetBipod()
proto external bool BaseWeaponComponent.GetBipod |
( |
| ) |
|
Returns true if weapon has bipod deployed.
◆ GetCurrentFireModeName()
proto external string BaseWeaponComponent.GetCurrentFireModeName |
( |
| ) |
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◆ GetCurrentFireModeType()
◆ GetCurrentMagazine()
◆ GetCurrentMuzzle()
◆ GetCurrentSightsZeroing()
proto external float BaseWeaponComponent.GetCurrentSightsZeroing |
( |
| ) |
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◆ GetCurrentSightsZeroingTransform()
proto external bool BaseWeaponComponent.GetCurrentSightsZeroingTransform |
( |
out vector |
outMat[4] | ) |
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◆ GetInitialProjectileSpeed()
proto external float BaseWeaponComponent.GetInitialProjectileSpeed |
( |
| ) |
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◆ GetMuzzlesList()
proto external int BaseWeaponComponent.GetMuzzlesList |
( |
out notnull array< BaseMuzzleComponent > |
outMuzzles | ) |
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◆ GetOwner()
proto external IEntity BaseWeaponComponent.GetOwner |
( |
| ) |
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◆ GetSights()
◆ GetSightsAt()
◆ GetUIInfo()
proto external UIInfo BaseWeaponComponent.GetUIInfo |
( |
| ) |
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◆ GetWeaponSlotType()
proto external string BaseWeaponComponent.GetWeaponSlotType |
( |
| ) |
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◆ GetWeaponType()
proto external EWeaponType BaseWeaponComponent.GetWeaponType |
( |
| ) |
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◆ HasBipod()
proto external bool BaseWeaponComponent.HasBipod |
( |
| ) |
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Returns true if weapon has a bipod available.
◆ HasSightsAt()
proto external bool BaseWeaponComponent.HasSightsAt |
( |
int |
sightsIndex | ) |
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◆ IsChamberingNecessary()
proto external bool BaseWeaponComponent.IsChamberingNecessary |
( |
| ) |
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◆ IsChamberingPossible()
proto external bool BaseWeaponComponent.IsChamberingPossible |
( |
| ) |
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◆ IsReloadPossible()
proto external bool BaseWeaponComponent.IsReloadPossible |
( |
| ) |
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Returns whether current weapon is able to be reloaded or not.
◆ IsSightADSActive()
proto external bool BaseWeaponComponent.IsSightADSActive |
( |
| ) |
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◆ SetBipod()
proto external void BaseWeaponComponent.SetBipod |
( |
bool |
deploy | ) |
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Changes state of bipod to deployed/undeployed depending on parameter.
◆ SetDeploymentTriggerEffectEnabled()
proto external void BaseWeaponComponent.SetDeploymentTriggerEffectEnabled |
( |
bool |
val | ) |
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Set deployment gamepad-trigger-effect enable/disable.
◆ SetSights()
proto external bool BaseWeaponComponent.SetSights |
( |
int |
sightsIndex | ) |
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◆ SightADSActivated()
proto external void BaseWeaponComponent.SightADSActivated |
( |
| ) |
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◆ SightADSDeactivated()
proto external void BaseWeaponComponent.SightADSDeactivated |
( |
| ) |
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◆ SwitchNextSights()
proto external bool BaseWeaponComponent.SwitchNextSights |
( |
| ) |
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◆ SwitchPrevSights()
proto external bool BaseWeaponComponent.SwitchPrevSights |
( |
| ) |
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The documentation for this interface was generated from the following file:
- Game/generated/Weapon/BaseWeaponComponent.c