class WeaponFireAndChamberNextSource
WeaponFireAndChamberNext › WeaponStateBase
All members, including inherited
Constructors 1
void WeaponFireAndChamberNext(Weapon_Base w = NULL, WeaponStateBase parent = NULL, WeaponActions action = WeaponActions.NONE, int actionType = -1)Members 4
WeaponActions m_actionReferenced by WeaponFireAndChamberNext()
int m_actionTypeReferenced by WeaponFireAndChamberNext()
float m_dtAccumulatorref WeaponFire m_fireReferenced by WeaponFireAndChamberNext()
Methods 5
override void OnEntry(WeaponEventBase e)override void OnUpdate(float dt)References Weapon_Base.CanProcessWeaponEvents(), Class.CastTo(), Weapon_Base.GetBurstCount()
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, Weapon.GetCurrentModeBurstSize(), Weapon.GetCurrentMuzzle(), EntityAI.GetHierarchyParent(), Human.GetInputController(), Weapon.GetReloadTime(), HumanInputController.IsAttackButton(), Weapon_Base.ProcessWeaponEvent(), new WeaponEventReloadTimeout(), m_dtAccumulator, and WeaponStateBase.m_weaponoverride void OnExit(WeaponEventBase e)override void OnAbort(WeaponEventBase e)References GetCoolDown(), WeaponStateBase.OnAbort(), Weapon_Base.ResetBurstCount()
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, Weapon_Base.SetCoolDown(), and WeaponStateBase.m_weaponoverride float GetCoolDown()References Weapon.GetCurrentMuzzle(), Weapon.GetReloadTime(), m_dtAccumulator
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, WeaponStateBase.m_weaponReferenced by OnAbort()