Arma Reforger Script API
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Public Member Functions | Public Attributes | Protected Attributes | Static Protected Attributes | List of all members
SCR_AnimatedBeltComponent Interface Reference
Inheritance diagram for SCR_AnimatedBeltComponent:
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Public Member Functions

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
 
override void OnDelete (IEntity owner)
 removing all established invokers
 
void DisconnectSystem ()
 
void RemoveTurretInvokers (IEntity owner)
 
void RemoveCharacterInvokers (IEntity owner)
 

Public Attributes

float m_fBeltProgress
 

Protected Attributes

int m_iUVBulletCount
 
int m_iRoundsPerMinute
 
float m_fBeltTarget
 
float m_fBeltStartPoint
 

Static Protected Attributes

static SCR_AnimatedBeltSystem s_system
 

Member Function Documentation

◆ 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()

void SCR_AnimatedBeltComponent.OnCompartmentEntered ( IEntity  vehicle,
BaseCompartmentManagerComponent  mgr,
IEntity  occupant,
int  managerId,
int  slotID 
)

establish listener to gunner firing to move the belt

◆ OnCompartmentLeft()

void SCR_AnimatedBeltComponent.OnCompartmentLeft ( IEntity  vehicle,
BaseCompartmentManagerComponent  mgr,
IEntity  occupant,
int  managerId,
int  slotID 
)

remove listeners to gunner when they leave

◆ OnDelete()

override void SCR_AnimatedBeltComponent.OnDelete ( IEntity  owner)

removing all established invokers

◆ OnProjectileShot()

void SCR_AnimatedBeltComponent.OnProjectileShot ( int  playerID,
BaseWeaponComponent  weapon,
IEntity  entity 
)

Start the UV shifting.

◆ 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.

Member Data Documentation

◆ 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

SCR_AnimatedBeltSystem SCR_AnimatedBeltComponent.s_system
staticprotected

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