class WeaponStableStateSource
WeaponStableState › WeaponStateBase
View all 82 descendants
- BAREM_CLO_BU0_MA0
- BAREM_CLO_BU0_MA1
- BAREM_CLO_BU1_MA0
- BAREM_CLO_BU1_MA1
- BAREM_CLO_BUF_MA0
- BAREM_CLO_BUF_MA1
- BAREM_JAM_BU1_MA0
- BAREM_JAM_BU1_MA1
- BARIMEmptyDischarged
- BARIMLoadedCharged
- BARIMLoadedDischarged
- BARIMLoadedJammed
- CFIMSAEmpty
- CFIMSAJammed
- CFIMSALoaded
- CFIMSAOpenned
- DoubleBarrelEmptyEmpty
- DoubleBarrelEmptyFireout
- DoubleBarrelEmptyLoaded
- DoubleBarrelFireoutEmpty
- DoubleBarrelFireoutFireout
- DoubleBarrelFireoutLoaded
- DoubleBarrelLoadedEmpty
- DoubleBarrelLoadedLoaded
- FLAREEmpty
- FLAREFireout
- FLARELoaded
- Magnum_Static_State
- OB_CLO_MA0
- OB_CLO_MA1
- OB_JAM_MA0
- OB_JAM_MA1
- OB_OPN_MA0
- OB_OPN_MA1
- OB_OPN_MA1_EMPTY
- Pistol_CLO_CHG_BU0_MA0
- Pistol_CLO_CHG_BU0_MA1
- Pistol_CLO_CHG_BU1_MA0
- Pistol_CLO_CHG_BU1_MA1
- Pistol_CLO_DIS_BU0_MA0
- Pistol_CLO_DIS_BU0_MA1
- Pistol_CLO_JAM_BU1_MA0
- Pistol_CLO_JAM_BU1_MA1
- Pistol_OPE_DIS_BU0_MA0
- Pistol_OPE_DIS_BU0_MA1
- PumpShotgunEmpty
- PumpShotgunFireout
- PumpShotgunJammed
- PumpShotgunLoaded
- RBF_CLO_BU0_MA0
- RBF_CLO_BU0_MA1
- RBF_CLO_BU1_MA0
- RBF_CLO_BU1_MA1
- RBF_JAM_BU1_MA0
- RBF_JAM_BU1_MA1
- RBL_CLO_BU0_MA0
- RBL_CLO_BU0_MA1
- RBL_CLO_BU1_MA0
- RBL_CLO_BU1_MA1
- RBL_JAM_BU1_MA0
- RBL_JAM_BU1_MA1
- RBL_OPN_BU0_MA0
- RBL_OPN_BU0_MA1
- RPTEmptyDischarged
- RPTLoadedCharged
- RPTLoadedDischarged
- RPTLoadedJammed
- RSSEmpty
- RSSFireout
- RSSJammed
- RSSLoaded
- SKS_CLO_BU0
- SKS_CLO_BU1
- SKS_JAM_BU1
- SKS_OPN_BU0
- SSPEmpty
- SSPFireout
- SSPLoaded
- WeaponStateJammed
- XBCockedEmpty
- XBLoaded
- XBUncockedEmpty
All members, including inherited
Constructors 1
void WeaponStableState(Weapon_Base w = NULL, WeaponStateBase parent = NULL, int anim_state = -1)Members 2
int m_animStateShow 2 more
, SyncAnimState(), and WeaponStableState()ref array<MuzzleState> m_muzzleHasBullet = new array<MuzzleState>()Methods 20
void SyncAnimState()Show 16 more
, fsmDebugSpam(), Human.GetCommandModifier_Weapons(), Weapon_Base.GetCurrentState(), Object.GetDebugName(), EntityAI.GetHierarchyParent(), EntityAI.GetHierarchyRootPlayer(), PlayerBase.GetItemInHands(), Weapon_Base.GetWeaponAnimState(), LogManager.IsWeaponLogEnable(), Weapon.SetGroundAnimFrameIndex(), HumanCommandWeapons.SetInitState(), Weapon_Base.SetWeaponAnimState(), HumanCommandWeapons.StaticSetInitState(), Class.Type(), m_animState, and WeaponStateBase.m_weaponShow 2 more
, OnEntry(), and OnUpdate()override void OnEntry(WeaponEventBase e)override void OnUpdate(float dt)override void OnExit(WeaponEventBase e)override bool IsIdle()int GetCurrentStateID()bool IsRepairEnabled()Whether WeaponFSM.ValidateAndRepair should be applied on this state @NOTE: This property was implemented at the same time as ValARep To have it disabled by default In case there are modders who created their own state But potentially did not set up their properties correctly As having ValARep run on an improper setup would result in horrible VME spam and desync @WARNING: When enabling repair, it is imperative that all properties are set up correctly.
bool HasBullet()Whether there is a bullet in the chamber @NOTE: This should only be false when it is empty So this is true when there is a bullet in the chamber Regardless of the bullet being loaded, firedout or jammed
bool HasMagazine()Whether there is a magazine attached
bool IsJammed()Whether the gun is jammed
bool IsDischarged()Whether the gun is discharged
bool IsWeaponOpen()Whether the gun is open
void InitMuzzleArray()Override with the filling of m_muzzleHasBullet
MuzzleState GetMuzzleState(int idx)Get chamber state of the muzzle at index
int GetMuzzleStateCount()void ValidateMuzzleArray()Safety check and error message in case not set up correctly