DisarmComponent
Base: game.ScriptableComponent
None.
| Property | Type | |
|---|---|---|
isDisarmingOngoing | bool | scripted |
owner | WeakHandle<game.Object> | scripted |
requester | WeakHandle<game.Object> | scripted |
void OnGameAttach() RTTIbool OnDisarm(Disarm evt) RTTIbool OnArm(Arm evt) RTTIbool OnUnequipEnded(game.AttachmentSlotEventsUnequipEnd evt) RTTIbool UnequipWeapons() RTTIvoid DisarmOwner() RTTIvoid ArmOwner(WeakHandle<game.Object> requester) RTTIWeakHandle<game.ItemData>[] GetWeapons() RTTIvoid CleanUp() RTTIEquipmentSystem? GetEquipmentSystem() RTTIvoid SendEquipmentSystemWeaponManipulationRequest(EquipmentManipulationAction requestType, game.EquipAnimationType? equipAnimType) RTTIvoid SendEquipmentSystemClearAllWeaponSlotsRequest() RTTI