REDNODE / GAME API

ReloadEvents

classscriptedClass

extends WeaponEventsTransition › WeaponTransition › DefaultTransition › StateFunctor › IScriptable › ISerializable

Properties 12

NameTypeFlags
animReloadDataref<AnimFeature_WeaponReload>scriptedpublic
animReloadDataDirtyBoolscriptedpublic
animReloadSpeedref<AnimFeature_WeaponReloadSpeedData>scriptedpublic
animReloadSpeedDirtyBoolscriptedpublic
canReloadWhileSprintingBoolscriptedpublic
isCoolPerkReloadBoolscriptedpublic
lastReloadWasEmptyBoolscriptedpublic
randomSyncref<AnimFeature_SelectRandomAnimSync>scriptedpublic
statListenerref<DefaultTransitionStatListener>scriptedpublic
uninteruptibleSetBoolscriptedpublic
weaponHasAutoLoaderBoolscriptedpublic
weaponRecordref<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