class WeaponManagerSource
Constructors 1
void WeaponManager(PlayerBase player)References m_AnimationRefreshCooldown, m_BurstOption, m_canEnd
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, m_ControlAction, m_ForceEjectBulletTimestamp, m_InProgress, m_IsEventSended, m_LastAcknowledgmentID, m_MagazineInHand, m_MagazinePilesInInventory, m_MagazineStorageInInventory, m_NewJamChance, m_PendingInventoryLocation, m_PendingTargetMagazine, m_PendingWeaponAction, m_PendingWeaponActionAcknowledgmentID, m_player, m_PreparedMagazine, m_readyToStart, m_SuitableMagazines, m_WaitToSyncJamChance, m_WantContinue, and m_WeaponInHandReferenced by PlayerBase.Init()
Constants 2
const float MAX_DROP_MAGAZINE_DISTANCE_SQ = 4Referenced by ChamberMultiBullet.OnAbort(), ChamberMultiBullet.OnExit(), LoopedChambering.OnAbort()
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, LoopedChambering.OnExit(), LoopedChamberingCombineChamberInternalMagazine.OnAbort(), LoopedChamberingCombineChamberInternalMagazine.OnExit(), LoopedChamberingEjectLast.OnAbort(), LoopedChamberingEjectLast.OnExit(), WeaponChambering.OnAbort(), WeaponChambering.OnExit(), WeaponMagnumChambering.OnAbort(), and WeaponMagnumChambering.OnExit()protected const int FORCE_EJECT_BULLET_TIMEOUT = 2000Referenced by CanEjectBulletVerified()
Members 27
protected PlayerBase m_playerReferenced by CanAttachMagazine(), CanDetachMagazine(), CanEjectBullet()
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, CanFire(), CanLoadBullet(), CanLoadMultipleBullet(), CanSwapMagazine(), CanUnjam(), Fire(), InventoryReservation(), OnInputUserDataProcess(), OnSyncJuncture(), OnWeaponActionEnd(), PrepareInventoryLocationForMagazineSwap(), RefreshAnimationState(), StartPendingAction(), Update(), and WeaponManager()protected int m_LastAcknowledgmentIDprotected int m_PendingWeaponActionAcknowledgmentIDReferenced by OnInputUserDataProcess(), OnSyncJuncture(), OnWeaponActionEnd()
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, Synchronize(), and WeaponManager()protected Magazine m_PendingTargetMagazineReferenced by InventoryReservation(), OnInputUserDataProcess(), OnSyncJuncture()
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, OnWeaponActionEnd(), StartAction(), StartPendingAction(), Synchronize(), and WeaponManager()protected ref InventoryLocation m_TargetInventoryLocationprotected int m_PendingWeaponActionReferenced by OnInputUserDataProcess(), OnSyncJuncture(), OnWeaponActionEnd()
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, StartAction(), StartPendingAction(), Synchronize(), and WeaponManager()protected ref InventoryLocation m_PendingInventoryLocationReferenced by InventoryReservation(), OnInputUserDataProcess(), OnSyncJuncture()
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, OnWeaponActionEnd(), StartAction(), StartPendingAction(), Synchronize(), and WeaponManager()protected bool m_canEndprotected bool m_InProgressReferenced by IsRunning(), LoadMultiBulletStop(), OnInputUserDataProcess()
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, OnSyncJuncture(), OnWeaponActionEnd(), SetRunning(), StartAction(), StartPendingAction(), Update(), and WeaponManager()protected bool m_IsEventSendedReferenced by OnInputUserDataProcess(), StartAction(), StartPendingAction()
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, Update(), and WeaponManager()protected bool m_WantContinueReferenced by LoadMultiBulletStop(), OnWeaponActionEnd(), StartPendingAction()
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, WantContinue(), and WeaponManager()protected bool m_readyToStartReferenced by OnSyncJuncture(), OnWeaponActionEnd(), StartAction()
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, Update(), and WeaponManager()protected Weapon_Base m_WeaponInHandprotected MagazineStorage m_MagazineInHandprotected ActionBase m_ControlActionprotected int m_ForceEjectBulletTimestampReferenced by CanEjectBulletVerified(), EjectBulletVerified(), SetEjectBulletTryTimestamp()
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, WeaponManager()protected int m_BurstOptionDIAG_DEVELOPERReferenced by OnMagazineInventoryEnter(), OnMagazineInventoryExit(), SetSutableMagazines()
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, SortMagazineAfterLoad(), and WeaponManager()protected ref array<MagazineStorage> m_MagazineStorageInInventoryReferenced by OnMagazineInventoryEnter(), OnMagazineInventoryExit(), SetSutableMagazines()
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, SortMagazineAfterLoad(), and WeaponManager()Referenced by GetNextPreparedMagazine(), GetPreparedMagazine(), OnMagazineInventoryExit()
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, SetSutableMagazines(), Update(), and WeaponManager()protected Magazine m_PreparedMagazineprotected float m_NewJamChanceprotected bool m_WaitToSyncJamChanceprotected int m_AnimationRefreshCooldownMethods 50
bool CanFire(Weapon_Base wpn)References DayZPlayerImplement.GetDayZPlayerInventory(), Man.GetEntityInHands(), Weapon_Base.IsCoolDown()
Referenced by DayZPlayerImplement.HandleWeapons()
bool CanAttachMagazine(Weapon_Base wpn, Magazine mag, bool reservationCheck = true)Referenced by AttachmentCategoriesRow.OnDropReceivedFromHeader(), ContainerWithCargoAndAttachments.DraggingOverHeader(), ContainerWithCargoAndAttachments.TakeAsAttachment()
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, FirearmActionAttachMagazine.ActionCondition(), FirearmActionAttachMagazine.Start(), FirearmActionAttachMagazineQuick.Start(), HandsContainer.OnPerformCombination(), HandsContainer.TakeAsAttachment(), PlayerBase.GetMagazineToReload(), PlayerBase.PredictiveTakeEntityToTargetAttachment(), PlayerBase.PredictiveTakeEntityToTargetAttachmentEx(), PlayerBase.ReloadWeapon(), and PluginDeveloper.SpawnEntityInPlayerInventory()bool CanSwapMagazine(Weapon_Base wpn, Magazine mag, bool reservationCheck = true)References GameInventory.CanForceSwapEntitiesEx(), GameInventory.CanSwapEntitiesEx(), Class.CastTo()
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, GameInventory.GetCurrentInventoryLocation(), Weapon.GetCurrentMuzzle(), Man.GetEntityInHands(), EntityAI.GetInventory(), EntityAI.GetInventory(), Weapon.GetMagazine(), InventoryLocation.GetParent(), GameInventory.HasInventoryReservation(), new InventoryLocation(), Object.IsDamageDestroyed(), Object.IsDamageDestroyed(), PlayerBase.IsItemsToDelete(), and m_playerbool CanDetachMagazine(Weapon_Base wpn, Magazine mag, bool reservationCheck = true)bool CanLoadBullet(Weapon_Base wpn, Magazine mag, bool reservationCheck = true)bool CanLoadMultipleBullet(Weapon_Base wpn, Magazine mag, bool reservationCheck = true)References Weapon_Base.CanChamberBullet(), Man.GetEntityInHands(), Weapon.GetInternalMagazineCartridgeCount()
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, Weapon.GetInternalMagazineMaxCartridgeCount(), EntityAI.GetInventory(), Weapon.GetMuzzleCount(), Weapon.HasInternalMagazine(), GameInventory.HasInventoryReservation(), Weapon.IsChamberFiredOut(), Object.IsDamageDestroyed(), Object.IsDamageDestroyed(), PlayerBase.IsItemsToDelete(), Weapon_Base.IsJammed(), and m_playerbool CanUnjam(Weapon_Base wpn, bool reservationCheck = true)bool CanEjectBullet(Weapon_Base wpn, bool reservationCheck = true)void SetEjectBulletTryTimestamp()Referenced by FirearmActionMechanicManipulate.ActionCondition()
bool InventoryReservation(Magazine mag, InventoryLocation invLoc)References GameInventory.AddInventoryReservationEx(), Class.CastTo(), GameInventory.ClearInventoryReservationEx()
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, GameInventory.GetCurrentInventoryLocation(), EntityAI.GetInventory(), EntityAI.GetInventory(), InventoryLocation.GetItem(), PlayerBase.GetItemInHands(), GameInventory.HasInventoryReservation(), new InventoryLocation(), InventoryLocation.SetAttachment(), GameInventory.c_InventoryReservationTimeoutMS, m_PendingInventoryLocation, m_PendingTargetMagazine, m_player, m_TargetInventoryLocation, and m_WeaponInHandReferenced by StartAction()
bool AttachMagazine(Magazine mag, ActionBase control_action = NULL)References StartAction()
Referenced by AttachmentCategoriesRow.OnDropReceivedFromHeader(), ContainerWithCargoAndAttachments.TakeAsAttachment(), FirearmActionAttachMagazine.Start()
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, FirearmActionAttachMagazineQuick.Start(), HandsContainer.OnPerformCombination(), HandsContainer.TakeAsAttachment(), PlayerBase.PredictiveTakeEntityToTargetAttachment(), PlayerBase.PredictiveTakeEntityToTargetAttachmentEx(), PlayerBase.ReloadWeapon(), and PluginDeveloper.SpawnEntityInPlayerInventory()bool DetachMagazine(InventoryLocation invLoc, ActionBase control_action = NULL)References StartAction()
bool SwapMagazine(Magazine mag, ActionBase control_action = NULL)References new InventoryLocation(), PrepareInventoryLocationForMagazineSwap(), StartAction()
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, m_WeaponInHandbool SwapMagazineEx(Magazine mag, InventoryLocation invLoc, ActionBase control_action = NULL)References StartAction()
bool LoadBullet(Magazine mag, ActionBase control_action = NULL)References StartAction()
bool LoadMultiBullet(Magazine mag, ActionBase control_action = NULL)References StartAction()
void LoadMultiBulletStop()bool Unjam(ActionBase control_action = NULL)References StartAction()
bool EjectBullet(ActionBase control_action = NULL)References StartAction()
Referenced by DayZPlayerImplement.HandleWeapons()
bool CanEjectBulletVerified()Referenced by FirearmActionMechanicManipulate.ActionCondition()
bool EjectBulletVerified(ActionBase control_action = NULL)References Weapon.GetCurrentMuzzle(), CGame.GetTime(), Weapon.IsChamberEmpty()
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, Weapon.IsChamberFiredOut(), StartAction(), m_ForceEjectBulletTimestamp, and m_WeaponInHandReferenced by FirearmActionMechanicManipulate.Start()
void Fire(Weapon_Base wpn)Referenced by DayZPlayerImplement.HandleWeapons()
int GetBurstOption()DIAG_DEVELOPERReferences m_BurstOption
void SetBurstOption(int value)DIAG_DEVELOPERReferences m_BurstOption
private void Synchronize()Referenced by StartAction()
void OnSyncJuncture(int pJunctureID, ParamsReadContext pCtx)References GameInventory.ClearInventoryReservationEx(), GameInventory.ClearInventoryReservationEx(), GameInventory.GetCurrentInventoryLocation()
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, EntityAI.GetInventory(), EntityAI.GetInventory(), EntityAI.GetInventory(), PlayerBase.GetItemInHands(), new InventoryLocation(), CGame.IsMultiplayer(), CGame.IsServer(), Serializer.Read(), m_InProgress, m_NewJamChance, m_PendingInventoryLocation, m_PendingTargetMagazine, m_PendingWeaponAction, m_PendingWeaponActionAcknowledgmentID, m_player, m_readyToStart, m_TargetInventoryLocation, DayZPlayerSyncJunctures.SJ_WEAPON_ACTION_ACK_ACCEPT, DayZPlayerSyncJunctures.SJ_WEAPON_ACTION_ACK_REJECT, and DayZPlayerSyncJunctures.SJ_WEAPON_SET_JAMMING_CHANCEReferenced by PlayerBase.OnSyncJuncture()
bool OnInputUserDataProcess(int userDataType, ParamsReadContext ctx)References CGame.AddActionJuncture(), CGame.AddInventoryJunctureEx(), Class.Cast()
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, Class.CastTo(), CGame.ClearJunctureEx(), Error(), Weapon.GetCurrentMuzzle(), InventoryLocation.GetItem(), PlayerBase.GetItemInHands(), Weapon.GetMagazine(), Weapon.GetSlotFromMuzzleIndex(), new InventoryLocation(), InventoryLocation.IsValid(), Serializer.Read(), InventoryLocation.ReadFromContext(), DayZPlayerSyncJunctures.SendWeaponActionAcknowledgment(), InventoryLocation.SetAttachment(), m_InProgress, m_IsEventSended, m_PendingInventoryLocation, m_PendingTargetMagazine, m_PendingWeaponAction, m_PendingWeaponActionAcknowledgmentID, and m_playerReferenced by PlayerBase.OnInputUserDataProcess()
bool StartAction(int action, Magazine mag, InventoryLocation il, ActionBase control_action = NULL)Referenced by AttachMagazine(), DetachMagazine(), EjectBullet()
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, EjectBulletVerified(), LoadBullet(), LoadMultiBullet(), SetNextMuzzleMode(), SwapMagazine(), SwapMagazineEx(), and Unjam()void StartPendingAction()References Class.Cast(), Class.Cast(), Error()
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, DayZPlayerImplement.GetDayZPlayerInventory(), InventoryLocation.GetItem(), PlayerBase.GetItemInHands(), OnWeaponActionEnd(), DayZPlayerInventory.PostWeaponEvent(), new WeaponEventAttachMagazine(), new WeaponEventContinuousLoadBulletEnd(), new WeaponEventDetachMagazine(), new WeaponEventLoad1Bullet(), new WeaponEventMechanism(), new WeaponEventSetNextMuzzleMode(), new WeaponEventSwapMagazine(), new WeaponEventUnjam(), m_canEnd, m_InProgress, m_IsEventSended, m_PendingInventoryLocation, m_PendingTargetMagazine, m_PendingWeaponAction, m_player, m_WantContinue, and m_WeaponInHandbool IsRunning()References m_InProgress
void SetRunning(bool value)References m_InProgress
Referenced by DayZPlayerInventory.OnEventForRemoteWeapon()
void Refresh()References OnWeaponActionEnd()
void Update(float deltaT)References Math.AbsFloat(), Class.Cast(), Class.Cast()
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, array.Clear(), DayZPlayerImplement.ExitSights(), Weapon_Base.GetChanceToJam(), PlayerBase.GetItemInHands(), Weapon_Base.GetSyncChanceToJam(), Weapon_Base.IsIdle(), DayZPlayerImplement.IsInIronsights(), DayZPlayerImplement.IsInOptics(), CGame.IsMultiplayer(), CGame.IsServer(), OnWeaponActionEnd(), RefreshAnimationState(), DayZPlayerSyncJunctures.SendWeaponJamChance(), SetSutableMagazines(), Weapon_Base.SetSyncJammingChance(), StartPendingAction(), m_AnimationRefreshCooldown, m_canEnd, m_InIronSight, m_InOptic, m_InProgress, m_IsEventSended, m_justStart, m_MagazineInHand, m_NewJamChance, m_player, m_readyToStart, m_SuitableMagazines, m_WaitToSyncJamChance, and m_WeaponInHandReferenced by PlayerBase.CommandHandler()
void OnWeaponActionEnd()References GameInventory.ClearInventoryReservationEx(), CGame.ClearJunctureEx(), EntityAI.GetInventory()
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, InventoryLocation.GetItem(), PlayerBase.GetItemInHands(), new InventoryLocation(), CGame.IsMultiplayer(), CGame.IsServer(), InventoryLocation.SetHands(), m_ControlAction, m_InProgress, m_PendingInventoryLocation, m_PendingTargetMagazine, m_PendingWeaponAction, m_PendingWeaponActionAcknowledgmentID, m_player, m_readyToStart, m_TargetInventoryLocation, and m_WantContinuevoid DelayedRefreshAnimationState(int delay)void RefreshAnimationState()bool WantContinue()References m_WantContinue
Referenced by WeaponGuardWeaponManagerWantContinue.GuardCondition()
Magazine GetPreparedMagazine()Referenced by FirearmActionLoadMultiBulletQuick.Start()
void OnMagazineInventoryEnter(Magazine mag)void OnMagazineInventoryExit(Magazine mag)References Class.Cast(), array.RemoveItem(), array.RemoveItem()
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, array.RemoveItem(), m_MagazinePilesInInventory, m_MagazineStorageInInventory, and m_SuitableMagazinesvoid OnMagazineAttach(Magazine mag)References OnMagazineInventoryExit()
Referenced by Magazine.OnWasAttached()
void OnMagazineDetach(Magazine mag)References OnMagazineInventoryEnter()
Referenced by Magazine.OnWasDetached()
Referenced by OnMagazineInventoryEnter()
void SortMagazineAfterLoad()References array.Clear(), array.Clear(), array.Copy()
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, array.Copy(), array.Count(), array.Count(), array.Count(), array.Count(), array.Get(), array.Get(), array.Get(), array.Get(), Object.GetNetworkID(), Object.GetNetworkID(), Object.GetNetworkID(), Object.GetNetworkID(), array.InsertAt(), array.InsertAt(), SetSutableMagazines(), m_MagazinePilesInInventory, and m_MagazineStorageInInventoryReferenced by PlayerBase.OnSelectPlayer()
void SetSutableMagazines()References Weapon.CanChamberFromMag(), array.Clear(), array.Count()
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, array.Count(), Weapon.GetCurrentMuzzle(), array.Insert(), Magazine.IsCompatiableAmmo(), array.RemoveOrdered(), array.RemoveOrdered(), Weapon.TestAttachMagazine(), m_MagazineInHand, m_MagazinePilesInInventory, m_MagazineStorageInInventory, m_PreparedMagazine, m_SuitableMagazines, and m_WeaponInHandvoid OnLiftWeapon()string GetCurrentModeName()Referenced by ItemActionsWidget.SetWeaponModeAndZeroing()
bool PrepareInventoryLocationForMagazineSwap(notnull Weapon_Base wpn, notnull Magazine new_mag, out InventoryLocation new_il)