Table of Contents

Class FVRFireArmChamber

Namespace
FistVR
Assembly
Assembly-CSharp.dll
public class FVRFireArmChamber : FVRInteractiveObject
Inheritance
FVRFireArmChamber
Inherited Members

Constructors

FVRFireArmChamber()

public FVRFireArmChamber()

Fields

AutoChamberClass

public FireArmRoundClass AutoChamberClass

Field Value

FireArmRoundClass

ChamberVelocityMultiplier

public float ChamberVelocityMultiplier

Field Value

float

DoesAutoChamber

public bool DoesAutoChamber

Field Value

bool

Firearm

public FVRFireArm Firearm

Field Value

FVRFireArm

IsAccessible

public bool IsAccessible

Field Value

bool

IsFull

public bool IsFull

Field Value

bool

IsManuallyChamberable

public bool IsManuallyChamberable

Field Value

bool

IsManuallyExtractable

public bool IsManuallyExtractable

Field Value

bool

IsSpent

public bool IsSpent

Field Value

bool

LoadedPhys

public GameObject LoadedPhys

Field Value

GameObject

OverrideAudioSet

public FVRFirearmAudioSet OverrideAudioSet

Field Value

FVRFirearmAudioSet

ProxyMesh

public MeshFilter ProxyMesh

Field Value

MeshFilter

ProxyRenderer

public MeshRenderer ProxyRenderer

Field Value

MeshRenderer

ProxyRound

public Transform ProxyRound

Field Value

Transform

RoundType

[SearchableEnum]
public FireArmRoundType RoundType

Field Value

FireArmRoundType

Methods

Autochamber(FireArmRoundClass)

public void Autochamber(FireArmRoundClass frClass)

Parameters

frClass FireArmRoundClass

Autochamber(FireArmRoundClass, Vector3, Quaternion)

public void Autochamber(FireArmRoundClass frClass, Vector3 pos, Quaternion rot)

Parameters

frClass FireArmRoundClass
pos Vector3
rot Quaternion

Awake()

protected override void Awake()

BeginInteraction(FVRViveHand)

public override void BeginInteraction(FVRViveHand hand)

Parameters

hand FVRViveHand

EjectRound(Vector3, Vector3, Vector3, bool)

public FVRFireArmRound EjectRound(Vector3 EjectionPosition, Vector3 EjectionVelocity, Vector3 EjectionAngularVelocity, bool ForceCaseLessEject = false)

Parameters

EjectionPosition Vector3
EjectionVelocity Vector3
EjectionAngularVelocity Vector3
ForceCaseLessEject bool

Returns

FVRFireArmRound

EjectRound(Vector3, Vector3, Vector3, Vector3, Quaternion, bool)

public FVRFireArmRound EjectRound(Vector3 EjectionPosition, Vector3 EjectionVelocity, Vector3 EjectionAngularVelocity, Vector3 AnimationPosStart, Quaternion AnimationStartRot, bool ForceCaseLessEject = false)

Parameters

EjectionPosition Vector3
EjectionVelocity Vector3
EjectionAngularVelocity Vector3
AnimationPosStart Vector3
AnimationStartRot Quaternion
ForceCaseLessEject bool

Returns

FVRFireArmRound

FVRUpdate()

protected override void FVRUpdate()

Fire()

public bool Fire()

Returns

bool

GetRound()

public FVRFireArmRound GetRound()

Returns

FVRFireArmRound

IsInteractable()

public override bool IsInteractable()

Returns

bool

PlayChamberingAudio()

public void PlayChamberingAudio()

SetRound(FVRFireArmRound, bool)

public void SetRound(FVRFireArmRound round, bool animate = false)

Parameters

round FVRFireArmRound
animate bool

SetRound(FVRFireArmRound, Vector3, Quaternion)

public void SetRound(FVRFireArmRound round, Vector3 p, Quaternion r)

Parameters

round FVRFireArmRound
p Vector3
r Quaternion

SetRound(FireArmRoundClass, Vector3, Quaternion)

public void SetRound(FireArmRoundClass rclass, Vector3 p, Quaternion r)

Parameters

rclass FireArmRoundClass
p Vector3
r Quaternion

Start()

protected override void Start()

Unload()

public void Unload()

UpdateProxyDisplay()

public void UpdateProxyDisplay()

checkmult()

public void checkmult()