|
| 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 |
|
protected |
◆ m_fBeltStartPoint
| float SCR_AnimatedBeltComponent.m_fBeltStartPoint |
|
protected |
◆ m_fBeltTarget
| float SCR_AnimatedBeltComponent.m_fBeltTarget |
|
protected |
◆ s_system
The documentation for this interface was generated from the following file:
- Game/Weapon/SCR_AnimatedBeltComponent.c