class Pistol_BaseSource
Pistol_Base › Weapon_Base › Weapon › InventoryItemSuper
Derived classes
All members, including inherited
base for semi auto weapons @NOTE name copies config base class
Constructors 1
void Pistol_Base()Members 10
ref WeaponStableState CD00Referenced by InitStateMachine()
ref WeaponStableState CC00Referenced by InitStateMachine()
ref WeaponStableState CC10Referenced by InitStateMachine()
ref WeaponStableState CJF0Referenced by InitStateMachine()
ref WeaponStableState OD00Referenced by InitStateMachine()
ref WeaponStableState CD01Referenced by InitStateMachine()
ref WeaponStableState CC01Referenced by InitStateMachine()
ref WeaponStableState CC11Referenced by InitStateMachine()
ref WeaponStableState CJF1Referenced by InitStateMachine()
ref WeaponStableState OD01Referenced by InitStateMachine()
Methods 6
override void InitStateMachine()References new AbilityRecord(), WeaponFSM.AddTransition(), new GuardNot()
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, Weapon_Base.HideMagazine(), array.Insert(), new Pistol_CLO_CHG_BU0_MA0(), new Pistol_CLO_CHG_BU0_MA1(), new Pistol_CLO_CHG_BU1_MA0(), new Pistol_CLO_CHG_BU1_MA1(), new Pistol_CLO_DIS_BU0_MA0(), new Pistol_CLO_DIS_BU0_MA1(), new Pistol_CLO_JAM_BU1_MA0(), new Pistol_CLO_JAM_BU1_MA1(), new Pistol_OPE_DIS_BU0_MA0(), new Pistol_OPE_DIS_BU0_MA1(), Weapon.SelectionBulletHide(), Weapon_Base.SetInitialState(), HFSMBase.Start(), new WeaponAttachMagazine(), new WeaponChambering(), new WeaponCharging(), new WeaponDetachingMag(), new WeaponDryFire(), new WeaponFireAndChamberNext(), new WeaponFireLast(), new WeaponFireToJam(), new WeaponFSM(), new WeaponGuardCanAttachMag(), new WeaponGuardCanDetachMag(), new WeaponGuardCanSwapMag(), new WeaponGuardCurrentChamberEmpty(), new WeaponGuardCurrentChamberFull(), new WeaponGuardHasAmmo(), new WeaponGuardHasMag(), new WeaponGuardJammed(), new WeaponGuardWeaponCharged(), new WeaponGuardWeaponDischarged(), new WeaponGuardWeaponOpen(), new WeaponReplacingMagAndChamberNext(), new WeaponTransition(), new WeaponUnjamming(), CC00, CC01, CC10, CC11, CD00, CD01, CJF0, CJF1, Weapon_Base.m_abilities, Weapon_Base.m_fsm, OD00, and OD01override float GetChanceToJam()References Magazine.GetChanceToJam(), Weapon_Base.GetChanceToJam(), Weapon.GetCurrentMuzzle()
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, Weapon.GetMagazine()override void SetActions()protected override void GetApproximateAimOffsets(Blend2DVector dst, int characterStance)References Blend2D.Insert()
protected override vector GetApproximateMovementOffset(vector localVelocity, int characterStance, float lean, float ud11, float lr11)References Math.AbsFloat(), Math.Clamp(), Math.Lerp()