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| static EMuzzleType | GetWeaponCurrentMuzzleType (notnull BaseWeaponComponent weapon) |
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| static EWeaponType | GetWeaponType (notnull BaseWeaponComponent weapon, bool overrideWithMuzzle=false) |
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| static int | GetCurrentMuzzleId (BaseWeaponManagerComponent weapMgr) |
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| static BaseMagazineComponent | GetCurrentMagazineComponent (BaseWeaponManagerComponent weapMgr) |
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| static bool | IsCurrentMuzzleChambered (BaseWeaponManagerComponent weapMgr, bool defValue=false) |
| | defvalue - value returned if chamberring of this muzzle is not possible
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| static BaseWeaponComponent | GetCurrentWeaponComponent (BaseWeaponManagerComponent weapMgr) |
| | Although trivial, there are several ways to get current weapon, thus let's keep this function.
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| static void | StartMuzzleSwitch (CharacterControllerComponent controller, int newMuzzleId) |
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| static void | StartMagazineSwitchCharacter (CharacterControllerComponent controller, BaseMagazineComponent newMagazineComp) |
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| static void | StartMagazineSwitchTurret (TurretControllerComponent controller, BaseMagazineComponent newMagazineComp) |
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| static void | StartWeaponSwitchCharacter (CharacterControllerComponent controller, BaseWeaponComponent newWeaponComp) |
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| static void | StartWeaponSwitchTurret (TurretControllerComponent controller, BaseWeaponComponent newWeaponComp, IEntity turretOperator) |
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◆ GetCurrentMagazineComponent()
◆ GetCurrentMuzzleId()
◆ GetCurrentWeaponComponent()
Although trivial, there are several ways to get current weapon, thus let's keep this function.
◆ GetWeaponCurrentMuzzleType()
◆ GetWeaponType()
◆ IsCurrentMuzzleChambered()
defvalue - value returned if chamberring of this muzzle is not possible
◆ StartMagazineSwitchCharacter()
◆ StartMagazineSwitchTurret()
◆ StartMuzzleSwitch()
◆ StartWeaponSwitchCharacter()
◆ StartWeaponSwitchTurret()
The documentation for this interface was generated from the following file:
- Game/AI/Utils/SCR_AIUtils.c