| 
| override void  | OnAddedToParent (IEntity child, IEntity parent) | 
|   | Establish listeners to gunners entering this turret only after the magazine was attached to the turret.  
  | 
|   | 
| void  | OnCompartmentEntered (IEntity vehicle, BaseCompartmentManagerComponent mgr, IEntity occupant, int managerId, int slotID) | 
|   | establish listener to gunner firing to move the belt  
  | 
|   | 
| void  | OnProjectileShot (int playerID, BaseWeaponComponent weapon, IEntity entity) | 
|   | Start the UV shifting.  
  | 
|   | 
| void  | Update (float timeSlice) | 
|   | Smoothly move the belt by exactly one bullet.  
  | 
|   | 
| void  | OnCompartmentLeft (IEntity vehicle, BaseCompartmentManagerComponent mgr, IEntity occupant, int managerId, int slotID) | 
|   | remove listeners to gunner when they leave and disconnect system  
  | 
|   | 
| override void  | OnDelete (IEntity owner) | 
|   | removing all established invokers  
  | 
|   | 
| void  | DisconnectSystem () | 
|   | 
| void  | RemoveTurretInvokers (IEntity owner) | 
|   | 
| void  | RemoveCharacterInvokers (IEntity owner) | 
|   | 
◆ DisconnectSystem()
      
        
          | void SCR_AnimatedBeltComponent.DisconnectSystem  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ OnAddedToParent()
      
        
          | override void SCR_AnimatedBeltComponent.OnAddedToParent  | 
          ( | 
          IEntity |           child,  | 
        
        
           | 
           | 
          IEntity |           parent ) | 
        
      
 
Establish listeners to gunners entering this turret only after the magazine was attached to the turret. 
 
 
◆ OnCompartmentEntered()
establish listener to gunner firing to move the belt 
 
 
◆ OnCompartmentLeft()
remove listeners to gunner when they leave and disconnect system 
 
 
◆ OnDelete()
      
        
          | override void SCR_AnimatedBeltComponent.OnDelete  | 
          ( | 
          IEntity |           owner | ) | 
           | 
        
      
 
removing all established invokers 
 
 
◆ OnProjectileShot()
      
        
          | void SCR_AnimatedBeltComponent.OnProjectileShot  | 
          ( | 
          int |           playerID,  | 
        
        
           | 
           | 
          BaseWeaponComponent |           weapon,  | 
        
        
           | 
           | 
          IEntity |           entity ) | 
        
      
 
 
◆ RemoveCharacterInvokers()
      
        
          | void SCR_AnimatedBeltComponent.RemoveCharacterInvokers  | 
          ( | 
          IEntity |           owner | ) | 
           | 
        
      
 
 
◆ RemoveTurretInvokers()
      
        
          | void SCR_AnimatedBeltComponent.RemoveTurretInvokers  | 
          ( | 
          IEntity |           owner | ) | 
           | 
        
      
 
 
◆ Update()
      
        
          | void SCR_AnimatedBeltComponent.Update  | 
          ( | 
          float |           timeSlice | ) | 
           | 
        
      
 
Smoothly move the belt by exactly one bullet. 
 
 
◆ m_fBeltProgress
      
        
          | float SCR_AnimatedBeltComponent.m_fBeltProgress | 
        
      
 
 
◆ m_fBeltStartPoint
  
  
      
        
          | float SCR_AnimatedBeltComponent.m_fBeltStartPoint | 
         
       
   | 
  
protected   | 
  
 
 
◆ m_fBeltTarget
  
  
      
        
          | float SCR_AnimatedBeltComponent.m_fBeltTarget | 
         
       
   | 
  
protected   | 
  
 
 
◆ m_iRoundsPerMinute
  
  
      
        
          | int SCR_AnimatedBeltComponent.m_iRoundsPerMinute | 
         
       
   | 
  
protected   | 
  
 
 
◆ m_iUVBulletCount
  
  
      
        
          | int SCR_AnimatedBeltComponent.m_iUVBulletCount | 
         
       
   | 
  
protected   | 
  
 
 
◆ s_system
The documentation for this interface was generated from the following file:
- Game/Weapon/SCR_AnimatedBeltComponent.c