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