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override void | OnWeaponFired () |
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bool | FilterCallback (IEntity e) |
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void | OnActivated (IEntity weaponOwner) |
| Called when owner weapon is enabled via parent owner (taken into hands, manned...)
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void | OnDeactivated (IEntity weaponOwner) |
| Called when owner weapon is disabled via parent owner (dropped, changed, unmanned ...)
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void | OnCalculate (IEntity owner, WeaponAimModifierContext context, float timeSlice, out vector translation, out vector rotation, out vector turnOffset) |
| This method is ticked each frame as long as the aim modifier is active.
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◆ FilterCallback()
bool SCR_RecoilForceAimModifier.FilterCallback |
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IEntity | e | ) |
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◆ OnInit()
override void SCR_RecoilForceAimModifier.OnInit |
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IEntity | weaponEnt | ) |
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◆ OnProjectileFired()
void SCR_RecoilForceAimModifier.OnProjectileFired |
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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 | |
◆ OnWeaponFired()
override void SCR_RecoilForceAimModifier.OnWeaponFired |
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◆ m_AimingComp
◆ m_bCheckRestingSurfaceDensity
bool SCR_RecoilForceAimModifier.m_bCheckRestingSurfaceDensity |
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◆ m_fRemainingTime
float SCR_RecoilForceAimModifier.m_fRemainingTime |
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◆ m_iSeed
int SCR_RecoilForceAimModifier.m_iSeed |
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◆ m_vRotationOffset
vector SCR_RecoilForceAimModifier.m_vRotationOffset |
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The documentation for this interface was generated from the following file:
- GameCode/Weapon/SCR_RecoilForceAimModifier.c