CrosshairGameController_Basic
Base: game.ui.CrosshairBaseGameController
None.
| Property | Type | |
|---|---|---|
leftPart | ink.ImageWidgetReference | scripted |
rightPart | ink.ImageWidgetReference | scripted |
upPart | ink.ImageWidgetReference | scripted |
downPart | ink.ImageWidgetReference | scripted |
centerPart | ink.ImageWidgetReference | scripted |
bufferedSpread | Vector2 | scripted |
currentFireMode | game.data.TriggerMode | scripted |
weaponlocalBB | WeakHandle<game.IBlackboard> | scripted |
bbcurrentFireMode | red.CallbackObject? | scripted |
ricochetModeActive | uint | scripted |
RicochetChance | uint | scripted |
horizontalMinSpread | float | scripted |
verticalMinSpread | float | scripted |
gameplaySpreadMultiplier | float | scripted |
bool OnPreIntro() overrideRTTIbool OnPreOutro() overrideRTTIvoid OnTriggerModeChanged(string value) RTTIink.anim.Proxy? GetIntroAnimation(bool firstEquip) overrideRTTIink.anim.Proxy? GetOutroAnimation() overrideRTTIbool OnBulletSpreadChanged(Vector2 spread) overrideRTTIvoid ColapseCrosshair(bool full, float duration) RTTIvoid ExpandCrosshair(bool full, float duration) RTTIvoid ShowCenterPart(float duration) RTTIvoid HideCenterPart(float duration) RTTIvoid OnShow() RTTIvoid OnHide() RTTIvoid OnState_Safe() overrideRTTIvoid OnState_HipFire() overrideRTTIvoid OnState_Aim() overrideRTTIvoid OnState_Reload() overrideRTTIvoid OnState_Sprint() overrideRTTIvoid OnState_GrenadeCharging() overrideRTTIvoid OnState_Scanning() overrideRTTIvoid ApplyCrosshairGUIState(CName state, ent.Entity aimedAtEntity) overrideRTTI