BlackICE Scripting

class

WeaponTransition

  • 3 properties
  • 48 functions
  • 18 derived classes

Extends DefaultTransition game.stateMachine.Functor IScriptable ISerializable

Properties

PropertyTypeOffset
magazineIDTDBID0x0 scripted
magazineAttackTDBID0x8 scripted
rangedAttackPackagegame.data.RangedAttackPackage_Record?0x10 scripted

Functions

  • game.data.Attack_Record? GetDesiredAttackRecord(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • CName GetBurstTimeRemainingName() RTTI
  • CName GetBurstTimeName() RTTI
  • CName GetBurstCycleTimeName() RTTI
  • CName GetCycleTimeRemainingName() RTTI
  • CName GetCycleTimeName() RTTI
  • CName GetBurstShotsRemainingName() RTTI
  • CName GetShootingStartName() RTTI
  • CName GetShootingNumBurstTotalName() RTTI
  • CName GetIsDelayFireName() RTTI
  • CName GetIsChargedFullAutoName() RTTI
  • CName GetQuestForceShootName() RTTI
  • bool InShootingSequence(game.stateMachine.StateContextScript stateContext) RTTI
  • void StartShootingSequence(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float fireDelay, float burstCycleTime, int numShotsBurst, bool isFullChargeFullAuto) RTTI
  • void ShootingSequencePostShoot(game.stateMachine.StateContextScript stateContext) RTTI
  • void SetupNextShootingPhase(game.stateMachine.StateContextScript stateContext, float cycleTime, float burstCycleTime, int numShotsBurst) RTTI
  • void EndShootingSequence(game.weapon.Object weapon, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void ShootingSequenceUpdateCycleTime(float timeDelta, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void ShootingSequenceUpdateBurstTime(float timeDelta, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool CanHoldToShoot(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • float CalcCycleTimeDeltaFactor(float cycleTime, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool CanPerformNextShotInSequence(game.weapon.Object weaponObject, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool CanPerformNextSemiAutoShot(game.weapon.Object weaponObject, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool CanPerformNextFullAutoShot(game.weapon.Object weaponObject, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void SetupStandardShootingSequence(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsSemiAutoAction(game.weapon.Object weaponObject, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool ToSemiAutoTransitionCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsFullAutoAction(game.weapon.Object weaponObject, game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool ToFullAutoTransitionCondition(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void ShowDebugText(string textToShow, game.stateMachine.GameScriptInterface scriptInterface, out uint layerId) RTTI
  • void ClearDebugText(uint layerId, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • game.weapon.Object? GetWeaponObject(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void PlayEffect(CName effectName, game.stateMachine.GameScriptInterface scriptInterface, CName? eventTag) RTTI
  • void StopEffect(CName effectName, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • int GetWeaponTriggerModesNumber(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool CompareTimeToPublicSafeTimestamp(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface, float timeToCompare) RTTI
  • void SwitchTriggerMode(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsPrimaryTriggerModeActive(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void UpdateInputBuffer(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool CanQuickMelee(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsHeavyWeaponEmpty(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • float GetMaxChargeThreshold(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsReloadDurationComplete(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • bool IsReloadUninterruptible(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • void SetUninteruptibleReloadParams(game.stateMachine.StateContextScript stateContext, bool clearParam) RTTI
  • float GetWeaponChargeMinValue(game.stateMachine.GameScriptInterface scriptInterface) RTTI
  • static float GetPlayerSpeed(game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global
  • static bool ServerHasReloadRequest(game.stateMachine.StateContextScript stateContext, game.stateMachine.GameScriptInterface scriptInterface) staticRTTI global