Weapon slide on a pistol. Charges weapon and ejects casings.
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float | MinLocalZ = -0.03f |
| Minimum distance slide will travel on Z axis.
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float | MaxLocalZ = 0 |
| Max distance slide will travel on Z axis.
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bool | LockedBack = false |
| Is the Slide locked back due to last shot.
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AudioClip | SlideReleaseSound |
| Sound to play when slide is released back into position.
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AudioClip | LockedBackSound |
| Sound to play after last shot has fired and slide is forced back.
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bool | ZeroMassWhenNotHeld = true |
| When true, the slide will be set to 0 mass when not being held. This fixes jitter caused by the slide having a configurable joint attached to the weapon.
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Weapon slide on a pistol. Charges weapon and ejects casings.
◆ LockBack()
virtual void BNG.WeaponSlide.LockBack |
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◆ LockSlidePosition()
virtual void BNG.WeaponSlide.LockSlidePosition |
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◆ OnDisable()
virtual void BNG.WeaponSlide.OnDisable |
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◆ OnEnable()
virtual void BNG.WeaponSlide.OnEnable |
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◆ UnlockBack()
virtual void BNG.WeaponSlide.UnlockBack |
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◆ UnlockSlidePosition()
virtual void BNG.WeaponSlide.UnlockSlidePosition |
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◆ UnlockSlideRoutine()
IEnumerator BNG.WeaponSlide.UnlockSlideRoutine |
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◆ LockedBack
bool BNG.WeaponSlide.LockedBack = false |
Is the Slide locked back due to last shot.
◆ LockedBackSound
AudioClip BNG.WeaponSlide.LockedBackSound |
Sound to play after last shot has fired and slide is forced back.
◆ MaxLocalZ
float BNG.WeaponSlide.MaxLocalZ = 0 |
Max distance slide will travel on Z axis.
◆ MinLocalZ
float BNG.WeaponSlide.MinLocalZ = -0.03f |
Minimum distance slide will travel on Z axis.
◆ SlideReleaseSound
AudioClip BNG.WeaponSlide.SlideReleaseSound |
Sound to play when slide is released back into position.
◆ ZeroMassWhenNotHeld
bool BNG.WeaponSlide.ZeroMassWhenNotHeld = true |
When true, the slide will be set to 0 mass when not being held. This fixes jitter caused by the slide having a configurable joint attached to the weapon.
The documentation for this class was generated from the following file: