Arma Reforger Script API
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SCR_AIWeaponHandling Interface Reference

Static Public Member Functions

static EMuzzleType GetWeaponCurrentMuzzleType (notnull BaseWeaponComponent weapon)
 
static EWeaponType GetWeaponType (notnull BaseWeaponComponent weapon, bool overrideWithMuzzle=false)
 
static int GetCurrentMuzzleId (BaseWeaponManagerComponent weapMgr)
 
static BaseMagazineComponent GetCurrentMagazineComponent (BaseWeaponManagerComponent weapMgr)
 
static bool IsCurrentMuzzleChambered (BaseWeaponManagerComponent weapMgr, bool defValue=false)
 defvalue - value returned if chamberring of this muzzle is not possible
 
static BaseWeaponComponent GetCurrentWeaponComponent (BaseWeaponManagerComponent weapMgr)
 Although trivial, there are several ways to get current weapon, thus let's keep this function.
 
static void StartMuzzleSwitch (CharacterControllerComponent controller, int newMuzzleId)
 
static void StartMagazineSwitchCharacter (CharacterControllerComponent controller, BaseMagazineComponent newMagazineComp)
 
static void StartMagazineSwitchTurret (TurretControllerComponent controller, BaseMagazineComponent newMagazineComp)
 
static void StartWeaponSwitchCharacter (CharacterControllerComponent controller, BaseWeaponComponent newWeaponComp)
 
static void StartWeaponSwitchTurret (TurretControllerComponent controller, BaseWeaponComponent newWeaponComp, IEntity turretOperator)
 

Member Function Documentation

◆ GetCurrentMagazineComponent()

static BaseMagazineComponent SCR_AIWeaponHandling.GetCurrentMagazineComponent ( BaseWeaponManagerComponent weapMgr)
static

◆ GetCurrentMuzzleId()

static int SCR_AIWeaponHandling.GetCurrentMuzzleId ( BaseWeaponManagerComponent weapMgr)
static

◆ GetCurrentWeaponComponent()

static BaseWeaponComponent SCR_AIWeaponHandling.GetCurrentWeaponComponent ( BaseWeaponManagerComponent weapMgr)
static

Although trivial, there are several ways to get current weapon, thus let's keep this function.

◆ GetWeaponCurrentMuzzleType()

static EMuzzleType SCR_AIWeaponHandling.GetWeaponCurrentMuzzleType ( notnull BaseWeaponComponent weapon)
static

◆ GetWeaponType()

static EWeaponType SCR_AIWeaponHandling.GetWeaponType ( notnull BaseWeaponComponent weapon,
bool overrideWithMuzzle = false )
static

◆ IsCurrentMuzzleChambered()

static bool SCR_AIWeaponHandling.IsCurrentMuzzleChambered ( BaseWeaponManagerComponent weapMgr,
bool defValue = false )
static

defvalue - value returned if chamberring of this muzzle is not possible

◆ StartMagazineSwitchCharacter()

static void SCR_AIWeaponHandling.StartMagazineSwitchCharacter ( CharacterControllerComponent controller,
BaseMagazineComponent newMagazineComp )
static

◆ StartMagazineSwitchTurret()

static void SCR_AIWeaponHandling.StartMagazineSwitchTurret ( TurretControllerComponent controller,
BaseMagazineComponent newMagazineComp )
static

◆ StartMuzzleSwitch()

static void SCR_AIWeaponHandling.StartMuzzleSwitch ( CharacterControllerComponent controller,
int newMuzzleId )
static

◆ StartWeaponSwitchCharacter()

static void SCR_AIWeaponHandling.StartWeaponSwitchCharacter ( CharacterControllerComponent controller,
BaseWeaponComponent newWeaponComp )
static

◆ StartWeaponSwitchTurret()

static void SCR_AIWeaponHandling.StartWeaponSwitchTurret ( TurretControllerComponent controller,
BaseWeaponComponent newWeaponComp,
IEntity turretOperator )
static

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