Go to the source code of this file.
◆ WeaponActionBase
◆ WeaponEventBase
◆ WeaponTransition
◆ FSMTransition
Enumerator |
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NONE | Attached magazine will be full and no round will be chambered.
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CHAMBER | Chambers bullets.
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CHAMBER_RNG | Maybe chambers bullets (sequential rng) example: 1 1 1 0 0 0.
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CHAMBER_RNG_SPORADIC | Maybe chambers bullets (full random) example: 0 1 0 0 1 1.
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QUANTITY_RNG | Randomizes the quantity of the bullets in the spawned magazine.
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AMMO_MAG_RNG | Fully randomizes the ammo type instead of picking one random for the entire mag (needs to have type as empty string)
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AMMO_CHAMBER_RNG | Fully randomizes the ammo type instead of picking one random for all chambers (needs to have type as empty string)
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MAX_CAPACITY_MAG | Instead of randomizing when type is empty, it looks for the one which has the highest capacity.
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Definition at line 11 of file weapon_base.c.
◆ SmokeSimulation_Red