Table of Contents

Class AttachableFirearm

Namespace
FistVR
Assembly
Assembly-CSharp.dll
public class AttachableFirearm : MonoBehaviour
Inheritance
AttachableFirearm
Derived

Constructors

AttachableFirearm()

public AttachableFirearm()

Fields

AccuracyClass

public FVRFireArmMechanicalAccuracyClass AccuracyClass

Field Value

FVRFireArmMechanicalAccuracyClass

Attachment

public AttachableFirearmPhysicalObject Attachment

Field Value

AttachableFirearmPhysicalObject

AudioClipSet

public FVRFirearmAudioSet AudioClipSet

Field Value

FVRFirearmAudioSet

Clip

public FVRFireArmClip Clip

Field Value

FVRFireArmClip

ClipEjectPos

public Transform ClipEjectPos

Field Value

Transform

ClipMountPos

public Transform ClipMountPos

Field Value

Transform

ClipTrigger

public GameObject ClipTrigger

Field Value

GameObject

CurrentMuzzle

public Transform CurrentMuzzle

Field Value

Transform

CurrentMuzzleBrake

public MuzzleBrake CurrentMuzzleBrake

Field Value

MuzzleBrake

CurrentSuppressor

public Suppressor CurrentSuppressor

Field Value

Suppressor

DefaultMuzzleDamping

public FVRFireArmMechanicalAccuracyClass DefaultMuzzleDamping

Field Value

FVRFireArmMechanicalAccuracyClass

DefaultMuzzleEffectSize

public MuzzleEffectSize DefaultMuzzleEffectSize

Field Value

MuzzleEffectSize

DefaultMuzzleState

public AttachableFirearm.MuzzleState DefaultMuzzleState

Field Value

AttachableFirearm.MuzzleState

HasActiveShoulderStock

public bool HasActiveShoulderStock

Field Value

bool

Interface

public AttachableFirearmInterface Interface

Field Value

AttachableFirearmInterface

Magazine

public FVRFireArmMagazine Magazine

Field Value

FVRFireArmMagazine

MagazineEjectPos

public Transform MagazineEjectPos

Field Value

Transform

MagazineMountPos

public Transform MagazineMountPos

Field Value

Transform

MagazineType

[SearchableEnum]
public FireArmMagazineType MagazineType

Field Value

FireArmMagazineType

MuzzleDevices

public List<MuzzleDevice> MuzzleDevices

Field Value

List<MuzzleDevice>

MuzzleEffects

public MuzzleEffect[] MuzzleEffects

Field Value

MuzzleEffect[]

MuzzlePos

public Transform MuzzlePos

Field Value

Transform

OverrideFA

public FVRFireArm OverrideFA

Field Value

FVRFireArm

RecoilProfile

public FVRFireArmRecoilProfile RecoilProfile

Field Value

FVRFireArmRecoilProfile

RecoilProfileStocked

public FVRFireArmRecoilProfile RecoilProfileStocked

Field Value

FVRFireArmRecoilProfile

RecoilingPoseHolder

public Transform RecoilingPoseHolder

Field Value

Transform

RoundType

[SearchableEnum]
public FireArmRoundType RoundType

Field Value

FireArmRoundType

SecondaryMagazineSlots

public AttachableFirearm.SecondaryMagazineSlot[] SecondaryMagazineSlots

Field Value

SecondaryMagazineSlot[]

StockPos

public Transform StockPos

Field Value

Transform

UsesBeltBoxes

public bool UsesBeltBoxes

Field Value

bool

UsesClips

public bool UsesClips

Field Value

bool

UsesMagazines

public bool UsesMagazines

Field Value

bool

UsesStockedRecoilProfile

public bool UsesStockedRecoilProfile

Field Value

bool

m_ejectDelay

protected float m_ejectDelay

Field Value

float

m_isBraked

protected bool m_isBraked

Field Value

bool

m_isSuppressed

protected bool m_isSuppressed

Field Value

bool

m_pool_handling

protected SM.AudioSourcePool m_pool_handling

Field Value

SM.AudioSourcePool

m_pool_mechanics

protected SM.AudioSourcePool m_pool_mechanics

Field Value

SM.AudioSourcePool

m_pool_shot

protected SM.AudioSourcePool m_pool_shot

Field Value

SM.AudioSourcePool

m_pool_tail

protected SM.AudioSourcePool m_pool_tail

Field Value

SM.AudioSourcePool

Properties

ClipEjectDelay

public float ClipEjectDelay { get; }

Property Value

float

EjectDelay

public float EjectDelay { get; set; }

Property Value

float

LastEjectedMag

public FVRFireArmMagazine LastEjectedMag { get; }

Property Value

FVRFireArmMagazine

SceneSettings

public FVRSceneSettings SceneSettings { get; }

Property Value

FVRSceneSettings

Methods

Awake()

public virtual void Awake()

DeRegisterMuzzleDevice(MuzzleDevice)

public void DeRegisterMuzzleDevice(MuzzleDevice m)

Parameters

m MuzzleDevice

EjectMag(bool)

public virtual void EjectMag(bool PhysicalRelease = false)

Parameters

PhysicalRelease bool

Fire(FVRFireArmChamber, Transform, bool, FVRFireArm, float)

public virtual void Fire(FVRFireArmChamber chamber, Transform muzzle, bool doBuzz, FVRFireArm fa, float velMult = 1)

Parameters

chamber FVRFireArmChamber
muzzle Transform
doBuzz bool
fa FVRFireArm
velMult float

FireMuzzleSmoke()

public virtual void FireMuzzleSmoke()

GetClosestValidPoint(Vector3, Vector3, Vector3)

public Vector3 GetClosestValidPoint(Vector3 vA, Vector3 vB, Vector3 vPoint)

Parameters

vA Vector3
vB Vector3
vPoint Vector3

Returns

Vector3

GetMuzzle()

public virtual Transform GetMuzzle()

Returns

Transform

GetRecoilProfile()

public FVRFireArmRecoilProfile GetRecoilProfile()

Returns

FVRFireArmRecoilProfile

GetRecoilZ()

public float GetRecoilZ()

Returns

float

IsBraked()

public bool IsBraked()

Returns

bool

IsSuppressed()

public bool IsSuppressed()

Returns

bool

IsTwoHandStabilized(FVRViveHand)

public virtual bool IsTwoHandStabilized(FVRViveHand m_hand)

Parameters

m_hand FVRViveHand

Returns

bool

LoadMag(FVRFireArmMagazine)

public virtual void LoadMag(FVRFireArmMagazine mag)

Parameters

mag FVRFireArmMagazine

PlayAudioAsHandling(AudioEvent, Vector3)

public FVRPooledAudioSource PlayAudioAsHandling(AudioEvent ev, Vector3 pos)

Parameters

ev AudioEvent
pos Vector3

Returns

FVRPooledAudioSource

PlayAudioEvent(FirearmAudioEventType, float)

public void PlayAudioEvent(FirearmAudioEventType eType, float pitchmod = 1)

Parameters

eType FirearmAudioEventType
pitchmod float

PlayAudioEventHandling(AudioEvent)

public void PlayAudioEventHandling(AudioEvent e)

Parameters

e AudioEvent

PlayAudioGunShot(FVRFireArmRound, FVRSoundEnvironment, float)

public void PlayAudioGunShot(FVRFireArmRound round, FVRSoundEnvironment TailEnvironment, float globalLoudnessMultiplier = 1)

Parameters

round FVRFireArmRound
TailEnvironment FVRSoundEnvironment
globalLoudnessMultiplier float

PlayAudioGunShot(bool, FVRTailSoundClass, FVRTailSoundClass, FVRSoundEnvironment)

public void PlayAudioGunShot(bool IsHighPressure, FVRTailSoundClass TailClass, FVRTailSoundClass TailClassSuppressed, FVRSoundEnvironment TailEnvironment)

Parameters

IsHighPressure bool
TailClass FVRTailSoundClass
TailClassSuppressed FVRTailSoundClass
TailEnvironment FVRSoundEnvironment

PlayShotTail(FVRTailSoundClass, FVRSoundEnvironment, float)

public void PlayShotTail(FVRTailSoundClass tailClass, FVRSoundEnvironment TailEnvironment, float globalLoudnessMultiplier = 1)

Parameters

tailClass FVRTailSoundClass
TailEnvironment FVRSoundEnvironment
globalLoudnessMultiplier float

ProcessInput(FVRViveHand, bool, FVRInteractiveObject)

public virtual void ProcessInput(FVRViveHand hand, bool fromInterface, FVRInteractiveObject o)

Parameters

hand FVRViveHand
fromInterface bool
o FVRInteractiveObject

RattleSuppresor()

public void RattleSuppresor()

Recoil(bool, FVRFireArm)

protected virtual void Recoil(bool firedFromInterface, FVRFireArm f)

Parameters

firedFromInterface bool
f FVRFireArm

RegisterMuzzleBrake(MuzzleBrake)

public void RegisterMuzzleBrake(MuzzleBrake m)

Parameters

m MuzzleBrake

RegisterMuzzleDevice(MuzzleDevice)

public void RegisterMuzzleDevice(MuzzleDevice m)

Parameters

m MuzzleDevice

RegisterSuppressor(Suppressor)

public void RegisterSuppressor(Suppressor s)

Parameters

s Suppressor

Tick(float, FVRViveHand)

public virtual void Tick(float t, FVRViveHand m_hand)

Parameters

t float
m_hand FVRViveHand

Update()

public virtual void Update()