◆ GetCurrent()
Returns currently selected weapon or null if none. (This can either be a weapon component directly or a slot component.)
◆ GetCurrentGrenade()
◆ GetCurrentGrenadeSlot()
◆ GetCurrentMuzzleTransform()
proto external bool BaseWeaponManagerComponent.GetCurrentMuzzleTransform |
( |
vector |
outMatrix[4] | ) |
|
Returns true if current weapon is valid and outputs current weapon's muzzle transformation to the given matrix.
◆ GetCurrentSights()
proto external SightsComponent BaseWeaponManagerComponent.GetCurrentSights |
( |
| ) |
|
◆ GetCurrentSightsCameraTransform()
proto bool BaseWeaponManagerComponent.GetCurrentSightsCameraTransform |
( |
out vector |
outLocalMatrix[4], |
|
|
out float |
fov |
|
) |
| |
Returns true if current weapon is valid and has some sights data, outputs local sights transformation with adjusted roll angle and fov.
◆ GetCurrentSightsIndex()
proto external int BaseWeaponManagerComponent.GetCurrentSightsIndex |
( |
| ) |
|
◆ GetCurrentSightsTransform()
proto bool BaseWeaponManagerComponent.GetCurrentSightsTransform |
( |
out vector |
outWorldMatrix[4], |
|
|
out vector |
outLocalMatrix[4], |
|
|
out float |
fov |
|
) |
| |
Returns true if current weapon is valid and has some sights data, outputs sights transformation and fov.
◆ GetCurrentSlot()
◆ GetCurrentWeapon()
◆ GetDefaultWeaponIndex()
proto external int BaseWeaponManagerComponent.GetDefaultWeaponIndex |
( |
| ) |
|
◆ GetOwner()
proto external IEntity BaseWeaponManagerComponent.GetOwner |
( |
| ) |
|
◆ GetWeaponsList()
proto external int BaseWeaponManagerComponent.GetWeaponsList |
( |
out notnull array< IEntity > |
outWeapons | ) |
|
Returns the list of weapons.
- Parameters
-
outWeapons | The array where all weapons will be inserted. |
- Returns
- The number of weapons in the list
◆ GetWeaponsSlots()
proto external int BaseWeaponManagerComponent.GetWeaponsSlots |
( |
out notnull array< WeaponSlotComponent > |
outSlots | ) |
|
Returns the list of slots.
- Parameters
-
outSlots | The array where all slots will be inserted. |
- Returns
- The number of slots in the list
◆ OnWeaponChangeComplete()
◆ OnWeaponChangeStarted()
◆ SelectWeapon()
Select the weapon passed by the parameter.
Returns true if the weapon has been selected. IMPORTANT* This is not synchronized in multiplayer, it will only replicate during streams-in correctly. You will need to implement your RPC to send this command to every client.
◆ SetSlotWeapon()
proto external IEntity BaseWeaponManagerComponent.SetSlotWeapon |
( |
WeaponSlotComponent |
pSlot, |
|
|
IEntity |
pWeaponEntity |
|
) |
| |
Returns the old weapon entity of the specified weapon slot.
◆ SetVisibleAllWeapons()
proto external void BaseWeaponManagerComponent.SetVisibleAllWeapons |
( |
bool |
state | ) |
|
◆ SetVisibleCurrentWeapon()
proto external void BaseWeaponManagerComponent.SetVisibleCurrentWeapon |
( |
bool |
state | ) |
|
◆ Throw()
proto external void BaseWeaponManagerComponent.Throw |
( |
vector |
vDirection, |
|
|
float |
fSpeedScale |
|
) |
| |
◆ m_OnWeaponChangeCompleteInvoker
◆ m_OnWeaponChangeStartedInvoker
The documentation for this interface was generated from the following file:
- Game/generated/Weapon/BaseWeaponManagerComponent.c