WeaponTransition
abstract classscriptedClass
extends DefaultTransition › StateFunctor › IScriptable › ISerializable
Extended by 18 types
BurstDecisions ChargeDecisions ChargeMaxDecisions ChargeReadyDecisions CycleRoundDecisions CycleTriggerModeDecisions DischargeDecisions FullAutoDecisions NoAmmoDecisions OverheatDecisions PublicSafeToReadyDecisions QuickMeleeDecisions ReloadDecisions SafeDecisions SemiAutoDecisions ShootDecisions WeaponEventsTransition WeaponReadyListenerTransition
Properties 3
| Name | Type | Flags |
|---|---|---|
magazineAttack | TweakDBID | scriptedpublic |
magazineID | TweakDBID | scriptedpublic |
rangedAttackPackage | ref<RangedAttackPackage_Record> | scriptedpublic |
Methods 46
protected final const func CalcCycleTimeDeltaFactor(cycleTime: Float, scriptInterface: ref<StateGameScriptInterface>) -> Floatscripted
protected final const func CanHoldToShoot(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func CanPerformNextFullAutoShot(weaponObject: ref<WeaponObject>, stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func CanPerformNextSemiAutoShot(weaponObject: ref<WeaponObject>, stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func CanPerformNextShotInSequence(weaponObject: ref<WeaponObject>, stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func CanQuickMelee(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final func ClearDebugText(layerId: Uint32, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func CompareTimeToPublicSafeTimestamp(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, timeToCompare: Float) -> Boolscripted
protected final func EndShootingSequence(weapon: ref<WeaponObject>, stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func GetBurstCycleTimeName() -> CNamescripted
protected final const func GetBurstShotsRemainingName() -> CNamescripted
protected final const func GetBurstTimeName() -> CNamescripted
protected final const func GetBurstTimeRemainingName() -> CNamescripted
protected final const func GetCycleTimeName() -> CNamescripted
protected final const func GetCycleTimeRemainingName() -> CNamescripted
protected final func GetDesiredAttackRecord(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> ref<Attack_Record>scripted
protected final const func GetIsChargedFullAutoName() -> CNamescripted
protected final const func GetIsDelayFireName() -> CNamescripted
protected final const func GetMaxChargeThreshold(scriptInterface: ref<StateGameScriptInterface>) -> Floatscripted
protected final const func GetQuestForceShootName() -> CNamescripted
protected final const func GetShootingNumBurstTotalName() -> CNamescripted
protected final const func GetShootingStartName() -> CNamescripted
protected final const func GetWeaponChargeMinValue(scriptInterface: ref<StateGameScriptInterface>) -> Floatscripted
protected final const func GetWeaponObject(scriptInterface: ref<StateGameScriptInterface>) -> ref<WeaponObject>scripted
protected final func GetWeaponTriggerModesNumber(scriptInterface: ref<StateGameScriptInterface>) -> Int32scripted
protected final const func InShootingSequence(stateContext: ref<StateContext>) -> Boolscripted
protected final const func IsFullAutoAction(weaponObject: ref<WeaponObject>, stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsHeavyWeaponEmpty(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsPrimaryTriggerModeActive(scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsReloadDurationComplete(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsReloadUninterruptible(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func IsSemiAutoAction(weaponObject: ref<WeaponObject>, stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final func PlayEffect(effectName: CName, scriptInterface: ref<StateGameScriptInterface>, opt eventTag: CName)scripted
protected final const func SetUninteruptibleReloadParams(stateContext: ref<StateContext>, clearParam: Bool)scripted
protected final func SetupNextShootingPhase(stateContext: ref<StateContext>, cycleTime: Float, burstCycleTime: Float, numShotsBurst: Int32)scripted
protected final func SetupStandardShootingSequence(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func ShootingSequencePostShoot(stateContext: ref<StateContext>)scripted
protected final func ShootingSequenceUpdateBurstTime(timeDelta: Float, stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func ShootingSequenceUpdateCycleTime(timeDelta: Float, stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final func ShowDebugText(textToShow: script_ref<String>, scriptInterface: ref<StateGameScriptInterface>, out layerId: Uint32)scripted
protected final func StartShootingSequence(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>, fireDelay: Float, burstCycleTime: Float, numShotsBurst: Int32, isFullChargeFullAuto: Bool)scripted
protected final func StopEffect(effectName: CName, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func SwitchTriggerMode(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted
protected final const func ToFullAutoTransitionCondition(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final const func ToSemiAutoTransitionCondition(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Boolscripted
protected final func UpdateInputBuffer(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>)scripted