Class SosigWeapon
- Namespace
- FistVR
- Assembly
- Assembly-CSharp.dll
public class SosigWeapon : MonoBehaviour, IFVRDamageable
- Inheritance
-
SosigWeapon
- Implements
-
Constructors
SosigWeapon()
Fields
Aim_HorizontalLimit
public float Aim_HorizontalLimit
Field Value
- float
Aim_VerticalLimit
public float Aim_VerticalLimit
Field Value
- float
AmmoClampRange
public Vector2 AmmoClampRange
Field Value
- Vector2
AmmoType
public SosigWeapon.SosiggunAmmoType AmmoType
Field Value
- SosigWeapon.SosiggunAmmoType
AngularFiringLimitByRange
public AnimationCurve AngularFiringLimitByRange
Field Value
- AnimationCurve
AudEvent_FusePulse
public AudioEvent AudEvent_FusePulse
Field Value
- AudioEvent
AudEvent_Shatter
public AudioEvent AudEvent_Shatter
Field Value
- AudioEvent
AudEvent_SustainedEmit
public AudioEvent AudEvent_SustainedEmit
Field Value
- AudioEvent
AudEvent_SustainedTerminate
public AudioEvent AudEvent_SustainedTerminate
Field Value
- AudioEvent
AudSource_SustainedLoop
public AudioSource AudSource_SustainedLoop
Field Value
- AudioSource
AvailableAttackAnims
public List<SosigMeleeAnimationSet> AvailableAttackAnims
Field Value
- List<SosigMeleeAnimationSet>
AvailableIdleAnims
public List<SosigMeleeAnimationSet> AvailableIdleAnims
Field Value
- List<SosigMeleeAnimationSet>
AvailableReadyAnims
public List<SosigMeleeAnimationSet> AvailableReadyAnims
Field Value
- List<SosigMeleeAnimationSet>
BurstDelayRange
public Vector2 BurstDelayRange
Field Value
- Vector2
BurstLimit
Field Value
- int
BurstLimitRange
public int BurstLimitRange
Field Value
- int
CloseAttackRange
public Vector2 CloseAttackRange
Field Value
- Vector2
CollisionLife
public Vector2 CollisionLife
Field Value
- Vector2
CrankPrefab
public GameObject CrankPrefab
Field Value
- GameObject
CycleAxis
public SosigWeapon.Axis CycleAxis
Field Value
- SosigWeapon.Axis
CycleForwardBackValues
public Vector2 CycleForwardBackValues
Field Value
- Vector2
CycleInterpStyle
public SosigWeapon.InterpStyle CycleInterpStyle
Field Value
- SosigWeapon.InterpStyle
CycleSpeedBackward
public float CycleSpeedBackward
Field Value
- float
CycleSpeedForward
public float CycleSpeedForward
Field Value
- float
CyclingPart
public Transform CyclingPart
Field Value
- Transform
DelayAfterFiring
public float DelayAfterFiring
Field Value
- float
DestructionRenderers
public Renderer[] DestructionRenderers
Field Value
- Renderer[]
DistantAttackRange
public Vector2 DistantAttackRange
Field Value
- Vector2
DoesCastForPlayerHitBox
public bool DoesCastForPlayerHitBox
Field Value
- bool
DoesFlashOnFire
public bool DoesFlashOnFire
Field Value
- bool
DoesHeightAdjust
public bool DoesHeightAdjust
Field Value
- bool
DoesMeleeTypeCycle
public bool DoesMeleeTypeCycle
Field Value
- bool
E
Field Value
- AIEntity
FakeType
public SosigWeapon.SosigWeaponType FakeType
Field Value
- SosigWeapon.SosigWeaponType
FlashOnFireColor
public Color FlashOnFireColor
Field Value
- Color
FlightVelocityMultiplier
public float FlightVelocityMultiplier
Field Value
- float
FusePSystem
public ParticleSystem FusePSystem
Field Value
- ParticleSystem
GrenadeFuseTime
public float GrenadeFuseTime
Field Value
- float
GunShotProfile
public wwBotWurstGunSoundConfig GunShotProfile
Field Value
- wwBotWurstGunSoundConfig
HandHoldingThis
public SosigHand HandHoldingThis
Field Value
- SosigHand
HasCyclingPart
public bool HasCyclingPart
Field Value
- bool
HasMuzzleOffsetSet
public bool HasMuzzleOffsetSet
Field Value
- bool
Hipfire_HorizontalLimit
public float Hipfire_HorizontalLimit
Field Value
- float
Hipfire_VerticalLimit
public float Hipfire_VerticalLimit
Field Value
- float
ImpactController
public AudioImpactController ImpactController
Field Value
- AudioImpactController
InventorySlotWithThis
public SosigInventory.Slot InventorySlotWithThis
Field Value
- SosigInventory.Slot
IsAlsoThrowable
public bool IsAlsoThrowable
Field Value
- bool
IsDestructible
public bool IsDestructible
Field Value
- bool
IsDroppedOnStrongHit
public bool IsDroppedOnStrongHit
Field Value
- bool
IsHeldByBot
Field Value
- bool
IsInBotInventory
public bool IsInBotInventory
Field Value
- bool
IsShakeReloadable
public bool IsShakeReloadable
Field Value
- bool
KeyType
Field Value
- int
LM_EnvCheck
public LayerMask LM_EnvCheck
Field Value
- LayerMask
LM_IFFCheck
public LayerMask LM_IFFCheck
Field Value
- LayerMask
LM_Thrown
public LayerMask LM_Thrown
Field Value
- LayerMask
Laser
Field Value
- GameObject
LayerState
public SosigWeapon.SosigWeaponLayerState LayerState
Field Value
- SosigWeapon.SosigWeaponLayerState
Life
Field Value
- float
MaxAngularFireRange
public float MaxAngularFireRange
Field Value
- float
MechaState
public SosigWeapon.SosigWeaponMechaState MechaState
Field Value
- SosigWeapon.SosigWeaponMechaState
MeleeState
public SosigWeapon.SosigMeleeState MeleeState
Field Value
- SosigWeapon.SosigMeleeState
MeleeStateSpeeds
public Vector3 MeleeStateSpeeds
Field Value
- Vector3
MeleeType
public SosigWeapon.SosigMeleeWeaponType MeleeType
Field Value
- SosigWeapon.SosigMeleeWeaponType
MeleeTypeCycleList
public List<SosigWeapon.SosigMeleeWeaponType> MeleeTypeCycleList
Field Value
- List<SosigWeapon.SosigMeleeWeaponType>
MinHandlingDistance
public float MinHandlingDistance
Field Value
- float
Muzzle
Field Value
- Transform
MuzzleOffsetSets
public List<Vector3> MuzzleOffsetSets
Field Value
- List<Vector3>
MuzzlePAmount
Field Value
- int
O
public FVRPhysicalObject O
Field Value
- FVRPhysicalObject
Obstacle
public NavMeshObstacle Obstacle
Field Value
- NavMeshObstacle
PSystemsMuzzle
public ParticleSystem[] PSystemsMuzzle
Field Value
- ParticleSystem[]
Pin
public SosigGrenadePin Pin
Field Value
- SosigGrenadePin
PosRotMult
Field Value
- float
PosStrengthMult
public float PosStrengthMult
Field Value
- float
PreferredRange
public Vector2 PreferredRange
Field Value
- Vector2
PrimesOnFirstSwing
public bool PrimesOnFirstSwing
Field Value
- bool
Projectile
public GameObject Projectile
Field Value
- GameObject
ProjectileSpread
public float ProjectileSpread
Field Value
- float
ProjectilesPerShot
public int ProjectilesPerShot
Field Value
- int
Quality
Field Value
- int
RangeMinMax
public Vector2 RangeMinMax
Field Value
- Vector2
RecoilHolder
public Transform RecoilHolder
Field Value
- Transform
RecoilP
public SosigWeaponRecoilProfile RecoilP
Field Value
- SosigWeaponRecoilProfile
ReloadTime
Field Value
- float
RequiresForeHeldToCycle
public bool RequiresForeHeldToCycle
Field Value
- bool
ResistMultBCP
public Vector3 ResistMultBCP
Field Value
- Vector3
ShardPositions
public List<Transform> ShardPositions
Field Value
- List<Transform>
ShardPrefabs
public List<GameObject> ShardPrefabs
Field Value
- List<GameObject>
ShotLoudness
public float ShotLoudness
Field Value
- float
ShotsPerCycle
Field Value
- int
ShotsPerLoad
Field Value
- int
SosigHoldingThis
public Sosig SosigHoldingThis
Field Value
- Sosig
SosigWithInventory
public Sosig SosigWithInventory
Field Value
- Sosig
SourceIFF
Field Value
- int
SpawnOnExplode
public List<GameObject> SpawnOnExplode
Field Value
- List<GameObject>
SustainEnergyPerShot
public float SustainEnergyPerShot
Field Value
- float
TakesDamage
Field Value
- bool
ThrownCastPos1
public Transform ThrownCastPos1
Field Value
- Transform
ThrownCastPos2
public Transform ThrownCastPos2
Field Value
- Transform
Type
public SosigWeapon.SosigWeaponType Type
Field Value
- SosigWeapon.SosigWeaponType
UsageState
public SosigWeapon.SosigWeaponUsageState UsageState
Field Value
- SosigWeapon.SosigWeaponUsageState
Usage_RefireRange
public Vector2 Usage_RefireRange
Field Value
- Vector2
UsesBurstLimit
public bool UsesBurstLimit
Field Value
- bool
UsesCyclingSounds
public bool UsesCyclingSounds
Field Value
- bool
UsesDestructionStageRenderers
public bool UsesDestructionStageRenderers
Field Value
- bool
UsesFakeType
Field Value
- bool
UsesFusePulse
public bool UsesFusePulse
Field Value
- bool
UsesMuzzleFire
public bool UsesMuzzleFire
Field Value
- bool
UsesMuzzleFireOnlyClose
public bool UsesMuzzleFireOnlyClose
Field Value
- bool
UsesReloadingSounds
public bool UsesReloadingSounds
Field Value
- bool
UsesSustainedSound
public bool UsesSustainedSound
Field Value
- bool
isFullAuto
Field Value
- bool
Methods
BotDrop()
BotPickup(Sosig)
public void BotPickup(Sosig S)
Parameters
S
Sosig
CancelReloadSoundIfPlaying()
public void CancelReloadSoundIfPlaying()
ClearRBs()
Damage(Damage)
public void Damage(Damage d)
Parameters
d
Damage
FireGun(float)
public bool FireGun(float recoilMult)
Parameters
recoilMult
float
Returns
- bool
FuseGrenade()
public void FuseGrenade()
GetFireClear(Vector3, Vector3, float, float)
public bool GetFireClear(Vector3 source, Vector3 dir, float range, float distToTarget)
Parameters
source
Vector3
dir
Vector3
range
float
distToTarget
float
Returns
- bool
GetMyType()
public SosigWeapon.SosigWeaponType GetMyType()
Returns
- SosigWeapon.SosigWeaponType
GetRealProjSpeed()
public float GetRealProjSpeed()
Returns
- float
GetRecoilLinear()
public float GetRecoilLinear()
Returns
- float
GetShotsLeft()
public int GetShotsLeft()
Returns
- int
InstaReload()
public void InstaReload()
IsUsable()
Returns
- bool
MeleeAttackCycle(Vector3)
public void MeleeAttackCycle(Vector3 targetPoint)
Parameters
targetPoint
Vector3
MeleeIdleCycle(bool)
public void MeleeIdleCycle(bool isActive)
Parameters
isActive
bool
PlayerPickup()
public void PlayerPickup()
Reload(bool)
public void Reload(bool onlyIfEmpty)
Parameters
onlyIfEmpty
bool
SetAmmoClamping(bool)
public void SetAmmoClamping(bool b)
Parameters
b
bool
public void SetAnimatedComponent(Transform t, float val, SosigWeapon.InterpStyle interp, SosigWeapon.Axis axis)
Parameters
t
Transform
val
float
interp
SosigWeapon.InterpStyle
axis
SosigWeapon.Axis
SetAutoDestroy(bool)
public void SetAutoDestroy(bool b)
Parameters
b
bool
SetIgnoreRBs(List<Rigidbody>)
public void SetIgnoreRBs(List<Rigidbody> rbs)
Parameters
rbs
List<Rigidbody>
Start()
TryToFireGun(Vector3, bool, bool, bool, float, bool)
public void TryToFireGun(Vector3 targetPos, bool isPanicFiring, bool targetPointIdentified, bool isClutching, float recoilMult, bool isHipfiring)
Parameters
targetPos
Vector3
isPanicFiring
bool
targetPointIdentified
bool
isClutching
bool
recoilMult
float
isHipfiring
bool
TryToThrowAt(Vector3, bool)
public bool TryToThrowAt(Vector3 targetPoint, bool isReadyToThrow)
Parameters
targetPoint
Vector3
isReadyToThrow
bool
Returns
- bool
Update()
UseMelee(SosigObjectUsageFocus, bool, Vector3)
public void UseMelee(Sosig.SosigObjectUsageFocus usage, bool isActive, Vector3 targetPoint)
Parameters
usage
Sosig.SosigObjectUsageFocus
isActive
bool
targetPoint
Vector3