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: