class Magnum_BaseSource
Magnum_Base › Weapon_Base › Weapon › InventoryItemSuper
Derived classes
All members, including inherited
Constructors 1
void Magnum_Base()Constants 2
const string ATT_SLOT_CYLINDER = "RevolverCylinder"const string ATT_SLOT_EJECTOR = "RevolverEjector"Members 3
ref WeaponStableState CReferenced by InitStateMachine()
int m_LastMuzzleloadedReferenced by Magnum_Base()
int m_ActiveMuzzleReferenced by Magnum_Base()
Methods 16
override void SetActions()override RecoilBase SpawnRecoilObject()References new MagnumRecoil()
override void InitStateMachine()References new AbilityRecord(), WeaponFSM.AddTransition(), new GuardAnd()
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, new GuardNot(), array.Insert(), new Magnum_Static_State(), Weapon.SelectionBulletHide(), Weapon.SetCurrentMuzzle(), Weapon_Base.SetInitialState(), HFSMBase.Start(), new WeaponCharging(), new WeaponFireMagnum(), new WeaponFSM(), new WeaponGuardAnyChamberFiredOut(), new WeaponGuardCurrentChamberFiredOut(), new WeaponGuardCurrentChamberFull(), new WeaponMagnumChambering(), new WeaponTransition(), C, Weapon_Base.m_abilities, and Weapon_Base.m_fsmoverride void AssembleGun()void SyncCylinderRotation(bool reset = true)void SetAttachmentsHealth()References GameInventory.AttachmentCount(), Class.CastTo(), GameInventory.GetAttachmentFromIndex()
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, Object.GetHealth01(), EntityAI.GetInventory(), and Object.SetHealth01()Referenced by EEHealthLevelChanged()
override void OnFire(int muzzle_index)References Class.Cast(), string.Format(), EntityAI.GetAttachmentByType()
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, EntityAI.HideSelection(), and Weapon_Base.OnFire()override bool IsShowingChamberedBullet()override bool CanEjectBullet()override void ShowBullet(int muzzleIndex)References Class.Cast(), string.Format(), EntityAI.GetAttachmentByType()
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, Weapon.IsChamberFiredOut(), and EntityAI.ShowSelection()override void HideBullet(int muzzleIndex)References Class.Cast(), string.Format(), EntityAI.GetAttachmentByType()
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, Weapon_Base.HideBullet(), and EntityAI.HideSelection()override void OnDebugSpawn()References Class.CastTo(), Object.GetPosition(), Weapon_Base.OnDebugSpawn()