ReloadEvents
classscriptedClass
extends WeaponEventsTransition › WeaponTransition › DefaultTransition › StateFunctor › IScriptable › ISerializable
Properties 12
| Name | Type | Flags |
|---|---|---|
animReloadData | ref<AnimFeature_WeaponReload> | scriptedpublic |
animReloadDataDirty | Bool | scriptedpublic |
animReloadSpeed | ref<AnimFeature_WeaponReloadSpeedData> | scriptedpublic |
animReloadSpeedDirty | Bool | scriptedpublic |
canReloadWhileSprinting | Bool | scriptedpublic |
isCoolPerkReload | Bool | scriptedpublic |
lastReloadWasEmpty | Bool | scriptedpublic |
randomSync | ref<AnimFeature_SelectRandomAnimSync> | scriptedpublic |
statListener | ref<DefaultTransitionStatListener> | scriptedpublic |
uninteruptibleSet | Bool | scriptedpublic |
weaponHasAutoLoader | Bool | scriptedpublic |
weaponRecord | ref<WeaponItem_Record> | scriptedpublic |
Methods 14
protected final func ActivateReloadAnimData(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func DeactivateReloadAnimData(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func GetReloadAnimSpeed(statType: gamedataStatType, weaponRecord: ref<WeaponItem_Record>) -> Floatscripted
protected final func IsCoolFirearmWeaponType(weaponType: gamedataItemType) -> Boolscripted
protected func OnAttach(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected func OnDetach(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func OnEnter(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected func OnExit(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
private final func OnExitCleanup(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected func OnExitToReload(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected func OnForcedExit(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
public func OnStatChanged(ownerID: StatsObjectID, statType: gamedataStatType, diff: Float, value: Float)scripted
protected final func OnUpdate(timeDelta: Float, stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func RefreshReloadPermanentFloats(stateContext: ref<StateContext>)scripted