Arma Reforger Script API
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BaseWeaponManagerComponent Interface Reference
Inheritance diagram for BaseWeaponManagerComponent:
GameComponent CharacterWeaponManagerComponent MultiFireWeaponManagerComponent

Public Member Functions

proto external IEntity GetOwner ()
 
proto external void Throw (vector vDirection, float fSpeedScale)
 performs throwing
 
proto external int GetDefaultWeaponIndex ()
 
proto external BaseWeaponComponent GetCurrent ()
 Returns currently selected weapon or null if none. (This can either be a weapon component directly or a slot component.)
 
proto external BaseWeaponComponent GetCurrentWeapon ()
 
proto external BaseWeaponComponent GetCurrentGrenade ()
 
proto external WeaponSlotComponent GetCurrentSlot ()
 
proto external GrenadeSlotComponent GetCurrentGrenadeSlot ()
 
proto external SightsComponent GetCurrentSights ()
 
proto external int GetCurrentSightsIndex ()
 
proto external bool SelectWeapon (BaseWeaponComponent weapon)
 Select the weapon passed by the parameter.
 
proto external IEntity SetSlotWeapon (WeaponSlotComponent pSlot, IEntity pWeaponEntity)
 Returns the old weapon entity of the specified weapon slot.
 
proto external bool HasAnotherSelectableWeapon ()
 Returns false if there's no weapon that this manager can select other than the one that's already selected.
 
proto external void SetVisibleAllWeapons (bool state)
 weapons visibility
 
proto external void SetVisibleCurrentWeapon (bool state)
 
proto external int GetWeaponsSlots (out notnull array< WeaponSlotComponent > outSlots)
 Returns the list of slots.
 
proto external int GetWeapons (out notnull array< BaseWeaponComponent > outWeapons)
 Returns the list of weapons.
 
proto external int GetWeaponsList (out notnull array< IEntity > outWeapons)
 Returns the list of weapons.
 
proto external bool GetCurrentMuzzleTransform (vector outMatrix[4])
 Returns true if current weapon is valid and outputs current weapon's muzzle transformation to the given matrix.
 
proto bool 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.
 
proto bool 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.
 
- Public Member Functions inherited from GameComponent
bool OnTicksOnRemoteProxy ()
 

Public Attributes

ref ScriptInvoker< BaseWeaponComponentm_OnWeaponChangeCompleteInvoker = new ScriptInvoker<BaseWeaponComponent>()
 
ref ScriptInvoker< BaseWeaponComponentm_OnWeaponChangeStartedInvoker = new ScriptInvoker<BaseWeaponComponent>()
 

Protected Member Functions

void OnWeaponChangeComplete (BaseWeaponComponent newWeaponSlot)
 
void OnWeaponChangeStarted (BaseWeaponComponent newWeaponSlot)
 

Member Function Documentation

◆ GetCurrent()

proto external BaseWeaponComponent BaseWeaponManagerComponent.GetCurrent ( )

Returns currently selected weapon or null if none. (This can either be a weapon component directly or a slot component.)

◆ GetCurrentGrenade()

proto external BaseWeaponComponent BaseWeaponManagerComponent.GetCurrentGrenade ( )

◆ GetCurrentGrenadeSlot()

proto external GrenadeSlotComponent BaseWeaponManagerComponent.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()

proto external WeaponSlotComponent BaseWeaponManagerComponent.GetCurrentSlot ( )

◆ GetCurrentWeapon()

proto external BaseWeaponComponent BaseWeaponManagerComponent.GetCurrentWeapon ( )

◆ GetDefaultWeaponIndex()

proto external int BaseWeaponManagerComponent.GetDefaultWeaponIndex ( )

◆ GetOwner()

proto external IEntity BaseWeaponManagerComponent.GetOwner ( )

◆ GetWeapons()

proto external int BaseWeaponManagerComponent.GetWeapons ( out notnull array< BaseWeaponComponent > outWeapons)

Returns the list of weapons.

These can be either slots or weapons.

Parameters
outWeaponsThe array with all weapons managed by this manager.
Returns
The number of weapons in the list

◆ GetWeaponsList()

proto external int BaseWeaponManagerComponent.GetWeaponsList ( out notnull array< IEntity > outWeapons)

Returns the list of weapons.

Parameters
outWeaponsThe 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
outSlotsThe array where all slots will be inserted.
Returns
The number of slots in the list

◆ HasAnotherSelectableWeapon()

proto external bool BaseWeaponManagerComponent.HasAnotherSelectableWeapon ( )

Returns false if there's no weapon that this manager can select other than the one that's already selected.

◆ OnWeaponChangeComplete()

void BaseWeaponManagerComponent.OnWeaponChangeComplete ( BaseWeaponComponent newWeaponSlot)
protected

◆ OnWeaponChangeStarted()

void BaseWeaponManagerComponent.OnWeaponChangeStarted ( BaseWeaponComponent newWeaponSlot)
protected

◆ SelectWeapon()

proto external bool BaseWeaponManagerComponent.SelectWeapon ( BaseWeaponComponent weapon)

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)

weapons visibility

◆ SetVisibleCurrentWeapon()

proto external void BaseWeaponManagerComponent.SetVisibleCurrentWeapon ( bool state)

◆ Throw()

proto external void BaseWeaponManagerComponent.Throw ( vector vDirection,
float fSpeedScale )

performs throwing

Member Data Documentation

◆ m_OnWeaponChangeCompleteInvoker

ref ScriptInvoker<BaseWeaponComponent> BaseWeaponManagerComponent.m_OnWeaponChangeCompleteInvoker = new ScriptInvoker<BaseWeaponComponent>()

◆ m_OnWeaponChangeStartedInvoker

ref ScriptInvoker<BaseWeaponComponent> BaseWeaponManagerComponent.m_OnWeaponChangeStartedInvoker = new ScriptInvoker<BaseWeaponComponent>()

The documentation for this interface was generated from the following file: