◆ EOnInit()
override void SCR_MortarMuzzleComponent.EOnInit |
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IEntity | owner | ) |
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◆ FindResponsibleCharacter()
Method used determine who should be blamed for the damage that shell will do.
- Parameters
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[in] | controller | of the loader |
- Returns
- character that should be considered a responsible party for the damage that shell will do
◆ GetMuzzleDirection()
vector SCR_MortarMuzzleComponent.GetMuzzleDirection |
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◆ GetMuzzleElevation()
float SCR_MortarMuzzleComponent.GetMuzzleElevation |
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◆ IsBeingLoaded()
bool SCR_MortarMuzzleComponent.IsBeingLoaded |
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◆ LoadShell()
Starts the animation of dropping the shell in the mortar barrel.
- Parameters
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[in] | shellComp | from loaded shell |
[in] | character | loader who will be responsible for the damage that shell will cause |
[in] | fuzeTime | when set to -1 then new one will be calculated based on curent muzzle elevation |
[in] | fromLeftSide | if loading animation should use left point info |
◆ OnAnimationEnded()
void SCR_MortarMuzzleComponent.OnAnimationEnded |
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IEntity | item, |
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bool | successful, |
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ItemUseParameters | animParams ) |
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Callback called when animation of using the item ends.
- Parameters
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[in] | item | animated item |
[in] | successful | if animation was able to finish or was interrupted |
[in] | animParams | parameters that were used to play this animation |
◆ OnAnimationEvent()
void SCR_MortarMuzzleComponent.OnAnimationEvent |
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AnimationEventID | animEventType, |
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AnimationEventID | animUserString, |
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int | intParam, |
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float | timeFromStart, |
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float | timeToEnd, |
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SCR_CharacterControllerComponent | controller ) |
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Callback called when animation event happens.
- Parameters
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[in] | animEventType | ID of animation event. |
[in] | animUserString | String parameter of animation event |
[in] | intParam | int parameter of animation event |
[in] | timeFromStart | time from Start of animation event |
[in] | timeToEnd | time to end of animation event |
[in] | controller | which triggered this event |
◆ OnPostInit()
override void SCR_MortarMuzzleComponent.OnPostInit |
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IEntity | owner | ) |
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◆ OnShellLoaded()
void SCR_MortarMuzzleComponent.OnShellLoaded |
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IEntity | item, |
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int | slotID ) |
Call back method that is triggered on item insertion and is used to play shell loading sound.
- Parameters
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[in] | item | that was inserted |
[in] | slotID | |
◆ OnWeaponFired()
void SCR_MortarMuzzleComponent.OnWeaponFired |
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IEntity | effectEntity, |
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BaseMuzzleComponent | muzzle, |
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IEntity | projectileEntity ) |
Callback method used to trigger mortar recoil animation.
- Parameters
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[in] | effectEntity | |
[in] | muzzle | |
[in] | projectileEntity | |
◆ ResetRecoilAnimationVariable()
void SCR_MortarMuzzleComponent.ResetRecoilAnimationVariable |
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TAnimGraphVariable | varId | ) |
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Method used to reset the animation variable to its default value.
◆ SetAnimationAttributes()
Method used to set currently used animation attributes.
- Parameters
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[in] | controller | of the character that is going to be executing the animation |
[in] | loadedFromLeftSide | |
◆ SetLoadingState()
void SCR_MortarMuzzleComponent.SetLoadingState |
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bool | newState | ) |
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◆ SynchronizeLoaderData()
void SCR_MortarMuzzleComponent.SynchronizeLoaderData |
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RplId | loaderRplId, |
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bool | loadedFromLeftSide ) |
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◆ TransferShellToMortar()
void SCR_MortarMuzzleComponent.TransferShellToMortar |
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Moves currently loaded shell from loaders inventory to the mortar inventory It will also attempt to find next shell that should be equipped when current shell is successfully transferred.
◆ ANIM_BIND_COMMAND
const string SCR_MortarMuzzleComponent.ANIM_BIND_COMMAND = "CMD_Item_Action" |
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◆ ANIM_BINDING_NAME
const string SCR_MortarMuzzleComponent.ANIM_BINDING_NAME = "Weapon" |
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◆ ANIM_ENTRY_POINT
const string SCR_MortarMuzzleComponent.ANIM_ENTRY_POINT = "FireMasterControl" |
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◆ ANIM_EVENT_NAME_END
const string SCR_MortarMuzzleComponent.ANIM_EVENT_NAME_END = "Event_DetachCharacter" |
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◆ ANIM_EVENT_NAME_FIRE
const string SCR_MortarMuzzleComponent.ANIM_EVENT_NAME_FIRE = "MortarFireReady" |
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◆ ANIM_EVENT_NAME_START
const string SCR_MortarMuzzleComponent.ANIM_EVENT_NAME_START = "MortarFireStart" |
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◆ ANIM_VARIABLE_FIRING
const string SCR_MortarMuzzleComponent.ANIM_VARIABLE_FIRING = "Firing" |
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◆ ANIM_VARIABLE_LEFT_SIDE
const string SCR_MortarMuzzleComponent.ANIM_VARIABLE_LEFT_SIDE = "IsLeftSide" |
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◆ m_bBeingLoaded
bool SCR_MortarMuzzleComponent.m_bBeingLoaded |
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◆ m_bLoadedFromLeftSide
bool SCR_MortarMuzzleComponent.m_bLoadedFromLeftSide |
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◆ m_CharController
◆ m_LoaderPosition
ref PointInfo SCR_MortarMuzzleComponent.m_LoaderPosition |
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◆ m_LoaderPositionLeft
ref PointInfo SCR_MortarMuzzleComponent.m_LoaderPositionLeft |
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◆ m_MortarFireEnd
AnimationEventID SCR_MortarMuzzleComponent.m_MortarFireEnd = -1 |
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◆ m_MortarFireReady
AnimationEventID SCR_MortarMuzzleComponent.m_MortarFireReady = -1 |
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◆ m_MortarFireStart
AnimationEventID SCR_MortarMuzzleComponent.m_MortarFireStart = -1 |
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◆ m_sFireActionName
string SCR_MortarMuzzleComponent.m_sFireActionName |
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◆ m_sFirePowerSignalName
string SCR_MortarMuzzleComponent.m_sFirePowerSignalName |
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◆ m_ShellComponent
◆ m_TurretController
◆ m_vVerticalAngleLimits
vector SCR_MortarMuzzleComponent.m_vVerticalAngleLimits |
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The documentation for this interface was generated from the following file:
- GameCode/Components/SCR_MortarMuzzleComponent.c