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override void | OnInit (IEntity weaponEnt) |
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override 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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override void | OnWeaponFired () |
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override void | OnActivated (IEntity weaponOwner) |
| Called when owner weapon is enabled via parent owner (taken into hands, manned...)
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void | OnInit (IEntity weaponEnt) |
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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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void | OnWeaponFired () |
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◆ OnActivated()
override void TestAimModifier.OnActivated |
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IEntity |
weaponOwner | ) |
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protected |
Called when owner weapon is enabled via parent owner (taken into hands, manned...)
- Parameters
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weaponOwner | Entity that activated this weapon |
Implements ScriptedWeaponAimModifier.
◆ OnCalculate()
override void TestAimModifier.OnCalculate |
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IEntity |
owner, |
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WeaponAimModifierContext |
context, |
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float |
timeSlice, |
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out vector |
translation, |
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out vector |
rotation, |
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out vector |
turnOffset |
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) |
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protected |
This method is ticked each frame as long as the aim modifier is active.
- Parameters
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owner | Owner of this modifier. Not parent manager, but weapon itself. |
context | Context that defines circumstances for this aim modifier or null if none. |
timeSlice | Delta time since last update |
translation | Out translation in meters |
rotation | Out rotation in degrees in <yaw, pitch, roll> format |
turnOffset | Out aiming rotation change in degrees <pitch, yaw, unused> |
Implements ScriptedWeaponAimModifier.
◆ OnInit()
override void TestAimModifier.OnInit |
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IEntity |
weaponEnt | ) |
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protected |
◆ OnWeaponFired()
override void TestAimModifier.OnWeaponFired |
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protected |
◆ m_weaponManagerComponent
The documentation for this interface was generated from the following file:
- Game/Weapon/TestAimModifier.c