WeaponTransition class
WeaponTransition
Inheritance
Base: DefaultTransition
Derived
BurstDecisions, ChargeDecisions, ChargeMaxDecisions, ChargeReadyDecisions, CycleRoundDecisions, CycleTriggerModeDecisions, DischargeDecisions, FullAutoDecisions, NoAmmoDecisions, OverheatDecisions
Show 8 more of 18 derived classes
PublicSafeToReadyDecisions, QuickMeleeDecisions, ReloadDecisions, SafeDecisions, SemiAutoDecisions, ShootDecisions, WeaponEventsTransition, WeaponReadyListenerTransition
Properties
| Property | Type | |
|---|---|---|
magazineID | TDBID | scripted |
magazineAttack | TDBID | scripted |
rangedAttackPackage | game.data.RangedAttackPackage_Record? | scripted |
Functions
game.data.Attack_Record? GetDesiredAttackRecord(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTICName GetBurstTimeRemainingName()RTTICName GetBurstTimeName()RTTICName GetBurstCycleTimeName()RTTICName GetCycleTimeRemainingName()RTTICName GetCycleTimeName()RTTICName GetBurstShotsRemainingName()RTTICName GetShootingStartName()RTTICName GetShootingNumBurstTotalName()RTTICName GetIsDelayFireName()RTTICName GetIsChargedFullAutoName()RTTICName GetQuestForceShootName()RTTIbool InShootingSequence(game.stateMachine.StateContextScript stateContext)RTTIvoid StartShootingSequence(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float fireDelay, float burstCycleTime, int numShotsBurst, bool isFullChargeFullAuto)RTTIvoid ShootingSequencePostShoot(game.stateMachine.StateContextScript stateContext)RTTIvoid SetupNextShootingPhase(game.stateMachine.StateContextScript stateContext, float cycleTime, float burstCycleTime, int numShotsBurst)RTTIvoid EndShootingSequence(game.weapon.Object weapon, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid ShootingSequenceUpdateCycleTime(float timeDelta, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid ShootingSequenceUpdateBurstTime(float timeDelta, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool CanHoldToShoot(game.stateMachine.GameScriptInterface scriptInterface)RTTIfloat CalcCycleTimeDeltaFactor(float cycleTime, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool CanPerformNextShotInSequence(game.weapon.Object weaponObject, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool CanPerformNextSemiAutoShot(game.weapon.Object weaponObject, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool CanPerformNextFullAutoShot(game.weapon.Object weaponObject, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid SetupStandardShootingSequence(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool IsSemiAutoAction(game.weapon.Object weaponObject, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool ToSemiAutoTransitionCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool IsFullAutoAction(game.weapon.Object weaponObject, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool ToFullAutoTransitionCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid ClearDebugText(uint layerId, game.stateMachine.GameScriptInterface scriptInterface)RTTIgame.weapon.Object? GetWeaponObject(game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid PlayEffect(CName effectName, game.stateMachine.GameScriptInterface scriptInterface, CName? eventTag)RTTIvoid StopEffect(CName effectName, game.stateMachine.GameScriptInterface scriptInterface)RTTIint GetWeaponTriggerModesNumber(game.stateMachine.GameScriptInterface scriptInterface)RTTIbool CompareTimeToPublicSafeTimestamp(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float timeToCompare)RTTIvoid SwitchTriggerMode(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool IsPrimaryTriggerModeActive(game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid UpdateInputBuffer(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool CanQuickMelee(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool IsHeavyWeaponEmpty(game.stateMachine.GameScriptInterface scriptInterface)RTTIfloat GetMaxChargeThreshold(game.stateMachine.GameScriptInterface scriptInterface)RTTIbool IsReloadDurationComplete(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIbool IsReloadUninterruptible(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)RTTIvoid SetUninteruptibleReloadParams(game.stateMachine.StateContextScript stateContext, bool clearParam)RTTIfloat GetWeaponChargeMinValue(game.stateMachine.GameScriptInterface scriptInterface)RTTIstatic float GetPlayerSpeed(game.stateMachine.GameScriptInterface scriptInterface)staticRTTI globalstatic bool ServerHasReloadRequest(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface)staticRTTI global