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Arma Reforger Script API
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Uses CharacterHandWeaponSlotComponent, and switch weapon to this slot when taken into hand. More...
Additional Inherited Members | |
Public Member Functions inherited from BaseWeaponManagerComponent | |
| 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 inherited from BaseWeaponManagerComponent | |
| ref ScriptInvoker< BaseWeaponComponent > | m_OnWeaponChangeCompleteInvoker = new ScriptInvoker<BaseWeaponComponent>() |
| ref ScriptInvoker< BaseWeaponComponent > | m_OnWeaponChangeStartedInvoker = new ScriptInvoker<BaseWeaponComponent>() |
Protected Member Functions inherited from BaseWeaponManagerComponent | |
| void | OnWeaponChangeComplete (BaseWeaponComponent newWeaponSlot) |
| void | OnWeaponChangeStarted (BaseWeaponComponent newWeaponSlot) |
Uses CharacterHandWeaponSlotComponent, and switch weapon to this slot when taken into hand.