class FirearmActionDetachMagazineSource
FirearmActionDetachMagazine › ActionSequentialBase › ActionBase › ActionBase_Basic
All members, including inherited
Constructors 1
void FirearmActionDetachMagazine()Methods 14
override ActionData CreateActionData()override bool InventoryReservation(ActionData action_data)References GameInventory.AddInventoryReservationEx(), Class.Cast(), Class.Cast()
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, Class.Cast(), GameInventory.FindFreeLocationFor(), HumanInventory.FindUserReservedLocationIndex(), Man.GetHumanInventory(), EntityAI.GetInventory(), ActionTarget.GetObject(), HumanInventory.GetUserReservedLocation(), array.Insert(), new InventoryLocation(), ActionBase.InventoryReservation(), AdvDetachMagActionData.m_ilMagazine, AdvDetachMagActionData.m_ilWeapon, ActionData.m_MainItem, ActionData.m_Player, ActionData.m_ReservedInventoryLocations, and ActionData.m_Targetoverride void WriteToContext(ParamsWriteContext ctx, ActionData action_data)override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)override typename GetInputType()override void CreateConditionComponents()override bool CanBePerformedFromQuickbar()override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)References ActionBase.ActionCondition(), Class.Cast(), Weapon.GetCurrentMuzzle()
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, Weapon.GetMagazine(), and ActionTarget.GetObject()override bool ActionConditionContinue(ActionData action_data)override void OnStageStart(SequentialActionData action_data)References Class.Cast(), Class.Cast(), Class.Cast()
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, HumanInventory.ClearUserReservedLocation(), WeaponManager.DetachMagazine(), ActionBase.End(), GameInventory.ForceSwapEntities(), EntityAI.GetHierarchyParent(), Man.GetHumanInventory(), EntityAI.GetInventory(), ActionTarget.GetObject(), PlayerBase.GetWeaponManager(), CGame.IsDedicatedServer(), InventoryLocation.IsValid(), PlayerBase.NeedInventoryJunctureFromServer(), ActionSequentialBase.OnStageStart(), AdvDetachMagActionData.m_ilMagazine, AdvDetachMagActionData.m_ilWeapon, ActionData.m_MainItem, ActionData.m_Player, ActionData.m_ReciveEndInput, SequentialActionData.m_Stage, and ActionData.m_Targetoverride void OnUpdate(ActionData action_data)override void OnStartServer(ActionData action_data)override void OnEndServer(ActionData action_data)References Class.Cast(), CGame.ClearJuncture(), ActionTarget.GetObject()