REDNODE / GAME API

DriverCombatFirearmsEvents

classscriptedClass

extends DriverCombatEvents › VehicleEventsTransition › VehicleTransition › DefaultTransition › StateFunctor › IScriptable › ISerializable

Properties 10

NameTypeFlags
angleDeltaEulerAnglesscriptedprotected
attachmentSlotListenerref<AttachmentSlotsScriptListener>scriptedprotected
isPhotoModeActiveBoolscriptedprotected
localOrientationEulerAnglesscriptedprotected
minSwaySpeedFloatscriptedprotected
photoModeActiveListenerref<CallbackHandle>scriptedprotected
posAnimFeatureref<AnimFeature_ProceduralDriverCombatData>scriptedprotected
prevSpeedFloatscriptedprotected
updateItemTypegamedataItemTypescriptedprotected
vehicleRecordref<Vehicle_Record>scriptedprotected

Methods 20

protected final func ApplyWeaponFxScalings(itemType: gamedataItemType)scripted
private final func EnableSmartGunHandler(enable: Bool)scripted
protected func OnAimChange()scripted
protected final func OnAttach(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func OnDetach(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected func OnEnter(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected func OnExit(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected func OnForcedExit(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
private func OnItemEquipped(slot: TweakDBID, item: ItemID)scripted
protected func OnPerspectiveUpdate(scriptInterface: ref<StateGameScriptInterface>)scripted
protected cb func OnPhotomodeUpdate(isInPhotoMode: Bool) -> Boolscripted
protected func OnUpdate(timeDelta: Float, stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
private final func RollDownWindowsForCombat(scriptInterface: ref<StateGameScriptInterface>, value: Bool)scripted
private final func UpdateAimingDirectionAnimFeature(playerOwner: ref<PlayerPuppet>)scripted
private final func UpdateItemEquipped(scriptInterface: ref<StateGameScriptInterface>, itemType: gamedataItemType)scripted
private final func UpdateOrientations(scriptInterface: ref<StateGameScriptInterface>, playerOwner: ref<PlayerPuppet>)scripted
private final func UpdatePistolADSSpread(applyEffect: Bool)scripted
private final func UpdateSafeMode(scriptInterface: ref<StateGameScriptInterface>, stateContext: ref<StateContext>, yaw: Float)scripted
private final func UpdateWeaponSwayPause(applyEffect: Bool)scripted
private final func UpdateWeaponSwayRemoval(applyEffect: Bool)scripted