◆ ConfigureWeaponsGroup()
void SCR_FireModeManagerComponent.ConfigureWeaponsGroup |
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array< int > | weapons = null, |
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int | mode = -1, |
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int | rippleQuantity = -1, |
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int | rippleInterval = -1 ) |
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◆ EOnInit()
override void SCR_FireModeManagerComponent.EOnInit |
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IEntity | owner | ) |
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◆ GetAllWeaponGroups()
void SCR_FireModeManagerComponent.GetAllWeaponGroups |
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out array< ref SCR_WeaponGroup > | weaponGroups | ) |
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- Parameters
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[out] | weaponGroups | returns the m_aWeaponGroups array |
◆ GetAvailableFireModes()
void SCR_FireModeManagerComponent.GetAvailableFireModes |
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notnull out array< int > | availableFireModes | ) |
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◆ GetAvailableRippleQuantities()
void SCR_FireModeManagerComponent.GetAvailableRippleQuantities |
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notnull out array< int > | availableRippleQuantities | ) |
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◆ GetCurrentWeaponGroup()
SCR_WeaponGroup SCR_FireModeManagerComponent.GetCurrentWeaponGroup |
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out string | name | ) |
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◆ GetFireMode()
◆ GetRippleInterval()
int SCR_FireModeManagerComponent.GetRippleInterval |
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◆ GetRippleQuantity()
int SCR_FireModeManagerComponent.GetRippleQuantity |
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◆ GetWeaponGroupID()
int SCR_FireModeManagerComponent.GetWeaponGroupID |
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out string | name | ) |
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◆ NextFireMode()
void SCR_FireModeManagerComponent.NextFireMode |
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◆ NextRippleQuantity()
void SCR_FireModeManagerComponent.NextRippleQuantity |
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◆ NextWeaponsGroup()
void SCR_FireModeManagerComponent.NextWeaponsGroup |
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◆ OnCompartmentEntered()
void SCR_FireModeManagerComponent.OnCompartmentEntered |
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IEntity | vehicle, |
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BaseCompartmentManagerComponent | mgr, |
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IEntity | occupant, |
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int | managerId, |
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int | slotID ) |
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because weaponGroups are replicated over character controller, we set the base settings only once the first character enters
◆ OnFireModeBumped()
void SCR_FireModeManagerComponent.OnFireModeBumped |
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◆ OnPostInit()
override void SCR_FireModeManagerComponent.OnPostInit |
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IEntity | owner | ) |
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◆ OnRippleIntervalBumped()
void SCR_FireModeManagerComponent.OnRippleIntervalBumped |
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◆ OnRippleQuantityBumped()
void SCR_FireModeManagerComponent.OnRippleQuantityBumped |
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◆ OnWeaponGroupBumped()
void SCR_FireModeManagerComponent.OnWeaponGroupBumped |
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◆ SetFireMode()
◆ SetRippleInterval()
void SCR_FireModeManagerComponent.SetRippleInterval |
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int | interval | ) |
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◆ SetRippleQuantity()
void SCR_FireModeManagerComponent.SetRippleQuantity |
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int | quantity | ) |
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◆ SetWeaponsGroup()
void SCR_FireModeManagerComponent.SetWeaponsGroup |
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notnull array< int > | weaponsArray | ) |
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◆ EVENT_NAME_ENTER_COMPARTMENT
const string SCR_FireModeManagerComponent.EVENT_NAME_ENTER_COMPARTMENT = "OnCompartmentEntered" |
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◆ m_aSetWeaponsGroup
ref array<int> SCR_FireModeManagerComponent.m_aSetWeaponsGroup = {} |
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◆ m_aWeaponGroups
ref array<ref SCR_WeaponGroup> SCR_FireModeManagerComponent.m_aWeaponGroups |
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◆ m_eCurrentFireMode
◆ m_eSetFireMode
◆ m_fRippleInterval
float SCR_FireModeManagerComponent.m_fRippleInterval = 100 |
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◆ m_iCurrentWeaponGroup
int SCR_FireModeManagerComponent.m_iCurrentWeaponGroup |
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◆ m_iRippleQuantity
int SCR_FireModeManagerComponent.m_iRippleQuantity |
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◆ turretController
The documentation for this interface was generated from the following file:
- Game/Components/SCR_FireModeManagerComponent.c