AIWeapon class
AIWeapon
Inheritance
Base: IScriptable
Derived
None.
Properties
None.
Functions
static bool GetPatternPackagesMeetingConditionChecks(WeakHandle<game.Object> weaponOwner, WeakHandle<game.data.AIPatternsPackage_Record>[] records, WeakHandle<game.data.AIPatternsPackage_Record> package)staticRTTI globalstatic void OnStopShooting(WeakHandle<game.weapon.Object> weapon, float actionDuration)staticRTTI globalstatic void WeaponCooledDownFromOverheat(WeakHandle<game.weapon.Object> weapon)staticRTTI globalstatic WeakHandle<game.data.AIPattern_Record>[] GetPatternRange(WeakHandle<game.weapon.Object> weapon)staticRTTI globalstatic void SelectShootingPatternFromList(WeakHandle<game.weapon.Object> weapon, WeakHandle<game.data.AIPattern_Record>[] patternsList, WeakHandle<game.data.AIPattern_Record> selectedPattern)staticRTTI globalstatic void SetAttackBasedOnTimeDilation(WeakHandle<game.Object> owner, WeakHandle<game.weapon.Object> weapon, TDBID overrideRangedAttack)staticRTTI globalstatic void QueueNextShot(WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, float timeStamp, float delayForNextShot)staticRTTI globalstatic WeakHandle<game.data.AIPatternsPackage_Record> GetShootingPatternPackage(WeakHandle<game.weapon.Object> weapon)staticRTTI globalstatic void ProcessWeaponOverheatStatPool(WeakHandle<game.weapon.Object> gameObject, WeakHandle<game.Object> weaponOwner, bool forceOverheat)staticRTTI globalstatic int GetDesiredNumberOfShots(WeakHandle<game.weapon.Object> weapon)staticRTTI globalstatic bool GetChargeLevel(WeakHandle<game.weapon.Object> weapon, float actionDuration, float chargeLevel)staticRTTI globalstatic void ForceWeaponOverheat(WeakHandle<game.weapon.Object> weapon, WeakHandle<game.Object> weaponOwner)staticRTTI globalstatic void OnFullyCharged(WeakHandle<game.weapon.Object> weapon)staticRTTI globalstatic void SelectShootingPattern(WeakHandle<game.data.AISubActionShootWithWeapon_Record> record, WeakHandle<game.weapon.Object> weapon, WeakHandle<game.Object> weaponOwner, bool forceReselection)staticRTTI globalstatic bool GetShootingPatternsList(WeakHandle<game.Object> weaponOwner, WeakHandle<game.weapon.Object> weapon, WeakHandle<game.data.AIPatternsPackage_Record> chosenPackage, WeakHandle<game.data.AIPattern_Record>[] patternsList)staticRTTI globalstatic bool CanWeaponOverheat(WeakHandle<game.weapon.Object> gameObject)staticRTTI globalstatic WeakHandle<game.data.AIPattern_Record> GetShootingPattern(WeakHandle<game.weapon.Object> weapon)staticRTTI globalstatic void WeaponOverheated(WeakHandle<game.weapon.Object> weapon)staticRTTI globalstatic void OnStartShooting(WeakHandle<game.weapon.Object> weapon, int desiredNumberOfShots)staticRTTI globalstatic float GetNextShotTimeStamp(WeakHandle<game.weapon.Object> weapon)staticRTTI globalstatic void SetShootingPattern(WeakHandle<game.weapon.Object> weapon, WeakHandle<game.data.AIPattern_Record> pattern)staticRTTI globalstatic float GetWeaponOverheatStatPool(WeakHandle<game.weapon.Object> gameObject)staticRTTI globalstatic float GetShotTimeStamp(WeakHandle<game.weapon.Object> weapon)staticRTTI globalstatic void SetShootingPatternPackage(WeakHandle<game.weapon.Object> weapon, WeakHandle<game.data.AIPatternsPackage_Record> patternPackage)staticRTTI globalstatic void OnShotFired(WeakHandle<game.weapon.Object> weapon, game.data.TriggerMode requestedTriggerMode, float timeStamp)staticRTTI globalstatic bool GetIsFullyCharged(WeakHandle<game.weapon.Object> weapon)staticRTTI globalstatic bool HasExceededDesiredNumberOfShots(WeakHandle<game.weapon.Object> weapon)staticRTTI globalstatic float GetShootingPatternDelayBetweenShots(int totalShotsFired, WeakHandle<game.data.AIPattern_Record> pattern)staticRTTI globalstatic bool UpdateSniperEffect(game.weapon.Object weapon, float duration)staticRTTI globalstatic int GetTotalNumberOfShots(WeakHandle<game.weapon.Object> weapon)staticRTTI globalstatic WeakHandle<game.data.AIPatternsPackage_Record> SelectShootingPatternPackage(WeakHandle<game.Object> weaponOwner, WeakHandle<game.weapon.Object> weapon, WeakHandle<game.data.AIPatternsPackage_Record>[] records)staticRTTI globalstatic bool UpdateCharging(WeakHandle<game.weapon.Object> weapon, float timeStamp, WeakHandle<game.Object> weaponOwner, float chargeLevel)staticRTTI globalstatic void SetPatternRange(WeakHandle<game.weapon.Object> weapon, WeakHandle<game.data.AIPattern_Record>[] patternList)staticRTTI globalstatic void Fire(WeakHandle<game.Object> weaponOwner, WeakHandle<game.weapon.Object> weapon, float timeStamp, float tbhCoefficient, game.data.TriggerMode requestedTriggerMode, Vector4 targetPosition, game.Object target, TDBID rangedAttack, float maxSpreadOverride, float aimingDelay, Vector4 offset, bool shouldTrackTarget, float predictionTime, ent.IPositionProvider posProviderOverride, Vector4 muzzleOffset, CName weaponCustomEvent)staticRTTI globalstatic bool GetWeaponOverheatBB(WeakHandle<game.weapon.Object> weapon)staticRTTI globalstatic bool CompareAIPatternRecordArrays(WeakHandle<game.data.AIPattern_Record>[] arr1, WeakHandle<game.data.AIPattern_Record>[] arr2)staticRTTI global