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| proto external bool  | GetBipod () | 
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| proto external bool  | HasBipod () | 
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| proto external void  | SetBipod (bool open, bool fastForwardAnimations=false) | 
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| proto external void  | FoldWeapon (bool fastForwardAnimations=false) | 
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| proto external void  | UnfoldWeapon (bool fastForwardAnimations=false) | 
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| proto external bool  | IsFolded () | 
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| proto external IEntity  | GetOwner () | 
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| proto external bool  | SyncWithCharacter (ChimeraCharacter pCharacter, bool isMainCharacter, string overrideStartNode) | 
|   | Syncs item with character and subscribing to it's variable changes and command calls returns true on success.  
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| proto external bool  | RemoveSyncReference (ChimeraCharacter pCharacter) | 
|   | Removes previously synced character reference.  
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| proto external bool  | IsAnimationTag (AnimationTagID animTagID) | 
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| proto external bool  | IsAnimationEvent (AnimationEventID animEventID, out int userInt) | 
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| void  | OnAnimationEvent (AnimationEventID animEventType, AnimationEventID animUserString, int intParam, float timeFromStart, float timeToEnd) | 
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| bool  | OnPrepareAnimInput (IEntity owner, float ts) | 
|   | Called every frame right before animation controller will be updated return true to stop default animation behavior of an item, return false otherwise (default)  
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| bool  | OnProcessAnimOutput (IEntity owner, float ts) | 
|   | Called every frame right before animation controller will be updated return true to stop default animation behavior of an item, return false otherwise (default)  
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| void  | OnCharacterFloatVariablet (int variableID, float value) | 
|   | Called when variable was changed in synced character's animation logic.  
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| void  | OnCharacterIntVariable (int variableID, int value) | 
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| void  | OnCharacterBoolVariable (int variableID, bool value) | 
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| void  | OnCharacterCommand (int commandID, int intValue, float floatValue) | 
|   | Called when animation command was called in synced character's animation logic.  
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◆ FoldWeapon()
      
        
          | proto external void WeaponAnimationComponent.FoldWeapon  | 
          ( | 
          bool |           fastForwardAnimations = false | ) | 
           | 
        
      
 
 
◆ GetBipod()
      
        
          | proto external bool WeaponAnimationComponent.GetBipod  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ HasBipod()
      
        
          | proto external bool WeaponAnimationComponent.HasBipod  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ IsFolded()
      
        
          | proto external bool WeaponAnimationComponent.IsFolded  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ SetBipod()
      
        
          | proto external void WeaponAnimationComponent.SetBipod  | 
          ( | 
          bool |           open,  | 
        
        
           | 
           | 
          bool |           fastForwardAnimations = false ) | 
        
      
 
 
◆ UnfoldWeapon()
      
        
          | proto external void WeaponAnimationComponent.UnfoldWeapon  | 
          ( | 
          bool |           fastForwardAnimations = false | ) | 
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The documentation for this interface was generated from the following file:
- Game/generated/Weapon/WeaponAnimationComponent.c