CrosshairGameController_Basic
classscriptedClass
extends gameuiCrosshairBaseGameController › inkGameController › worlduiIGameController › inkIGameController › IScriptable › ISerializable
Properties 14
| Name | Type | Flags |
|---|---|---|
bbcurrentFireMode | ref<CallbackHandle> | scriptedprivate |
bufferedSpread | Vector2 | scriptedprivate |
centerPart | inkImageRef | scriptedprivate |
currentFireMode | gamedataTriggerMode | scriptedprivate |
downPart | inkImageRef | scriptedprivate |
gameplaySpreadMultiplier | Float | scriptedpublic |
horizontalMinSpread | Float | scriptedpublic |
leftPart | inkImageRef | scriptedprivate |
RicochetChance | Uint32 | scriptedprivate |
ricochetModeActive | Uint32 | scriptedprivate |
rightPart | inkImageRef | scriptedprivate |
upPart | inkImageRef | scriptedprivate |
verticalMinSpread | Float | scriptedpublic |
weaponlocalBB | wref<IBlackboard> | scriptedprivate |
Methods 20
protected func ApplyCrosshairGUIState(state: CName, aimedAtEntity: ref<Entity>)scripted
protected final func ColapseCrosshair(full: Bool, duration: Float)scripted
protected final func ExpandCrosshair(full: Bool, duration: Float)scripted
public func GetIntroAnimation(firstEquip: Bool) -> ref<inkAnimProxy>scripted
public func GetOutroAnimation() -> ref<inkAnimProxy>scripted
private final func HideCenterPart(duration: Float)scripted
protected cb func OnBulletSpreadChanged(spread: Vector2) -> Boolscripted
private final func OnHide()scripted
protected cb func OnPreIntro() -> Boolscripted
protected cb func OnPreOutro() -> Boolscripted
private final func OnShow()scripted
protected func OnState_Aim()scripted
protected func OnState_GrenadeCharging()scripted
protected func OnState_HipFire()scripted
protected func OnState_Reload()scripted
protected func OnState_Safe()scripted
protected func OnState_Scanning()scripted
protected func OnState_Sprint()scripted
protected final func OnTriggerModeChanged(value: Variant)scripted
private final func ShowCenterPart(duration: Float)scripted