Barotrauma Client
Loading...
Searching...
No Matches
Barotrauma.Items.Components.RangedWeapon Class Reference
Inheritance diagram for Barotrauma.Items.Components.RangedWeapon:
Barotrauma.Items.Components.ItemComponent Barotrauma.ISerializableEntity Barotrauma.Items.Components.Sprayer

Public Member Functions

 RangedWeapon (Item item, ContentXElement element)
 
override void Equip (Character character)
 
override void Update (float deltaTime, Camera cam)
 
override bool Use (float deltaTime, Character character=null)
 
override bool SecondaryUse (float deltaTime, Character character=null)
 
Projectile FindProjectile (bool triggerOnUseOnContainers=false)
 
- Public Member Functions inherited from Barotrauma.Items.Components.ItemComponent
readonly record struct ItemUseInfo (Item Item, Character User)
 
 ItemComponent (Item item, ContentXElement element)
 
void SetRequiredItems (ContentXElement element, bool allowEmpty=false)
 
virtual void Move (Vector2 amount, bool ignoreContacts=false)
 
virtual bool Pick (Character picker)
 a Character has picked the item
 
virtual bool Select (Character character)
 
virtual void Drop (Character dropper, bool setTransform=true)
 a Character has dropped the item
 
virtual bool CrewAIOperate (float deltaTime, Character character, AIObjectiveOperateItem objective)
 
Returns
true if the operation was completed

 
virtual void UpdateBroken (float deltaTime, Camera cam)
 
virtual void Unequip (Character character)
 
virtual void ReceiveSignal (Signal signal, Connection connection)
 
virtual bool Combine (Item item, Character user)
 
void Remove ()
 
void ShallowRemove ()
 Remove the component so that it doesn't appear to exist in the game world (stop sounds, remove bodies etc) but don't reset anything that's required for cloning the item.
 
bool HasRequiredSkills (Character character)
 
bool HasRequiredSkills (Character character, out Skill insufficientSkill)
 
virtual float GetSkillMultiplier ()
 
float DegreeOfSuccess (Character character)
 Returns 0.0f-1.0f based on how well the Character can use the itemcomponent.
 
float DegreeOfSuccess (Character character, List< Skill > requiredSkills)
 Returns 0.0f-1.0f based on how well the Character can use the itemcomponent.
 
virtual void FlipX (bool relativeToSub)
 
virtual void FlipY (bool relativeToSub)
 
bool IsEmpty (Character user)
 Returns true if the item is lacking required contained items, or if there's nothing with a non-zero condition inside.
 
bool HasRequiredContainedItems (Character user, bool addMessage, LocalizedString msg=null)
 
virtual bool HasAccess (Character character)
 Only checks if any of the Picked requirements are matched (used for checking id card(s)). Much simpler and a bit different than HasRequiredItems.
 
virtual bool HasRequiredItems (Character character, bool addMessage, LocalizedString msg=null)
 
void ApplyStatusEffects (ActionType type, float deltaTime, Character character=null, Limb targetLimb=null, Entity useTarget=null, Character user=null, Vector2? worldPosition=null, float afflictionMultiplier=1.0f)
 
virtual void Load (ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap, bool isItemSwap)
 
virtual void OnMapLoaded ()
 Called when all items have been loaded. Use to initialize connections between items.
 
virtual void OnItemLoaded ()
 Called when all the components of the item have been loaded. Use to initialize connections between components and such.
 
virtual void OnScaleChanged ()
 
virtual void OnInventoryChanged ()
 Called when the item has an ItemContainer and the contents inside of it changed.
 
virtual XElement Save (XElement parentElement)
 
virtual void Reset ()
 
virtual void ParseMsg ()
 
virtual bool ValidateEventData (NetEntityEvent.IData data)
 

Properties

float ReloadTimer [get]
 
string BarrelPos [get, set]
 
float Reload [get, set]
 
float ReloadSkillRequirement [get, set]
 
float ReloadNoSkill [get, set]
 
bool HoldTrigger [get, set]
 
int ProjectileCount [get, set]
 
float Spread [get, set]
 
float UnskilledSpread [get, set]
 
float LaunchImpulse [get, set]
 
float Penetration [get]
 
float WeaponDamageModifier [get]
 
float MaxChargeTime [get]
 
float DualWieldReloadTimePenaltyMultiplier [get]
 
float DualWieldAccuracyPenalty [get]
 
Vector2 TransformedBarrelPos [get]
 
Projectile LastProjectile [get]
 
- Properties inherited from Barotrauma.Items.Components.ItemComponent
ItemComponent Parent [get, set]
 
bool InheritParentIsActive [get, set]
 
virtual bool DontTransferInventoryBetweenSubs [get]
 If enabled, the contents of the item are not transferred when the player transfers items between subs. Use this if this component uses item containers in a way where removing the item from the container via external means would cause problems.
 
virtual bool DisallowSellingItemsFromContainer [get]
 If enabled, the items inside any of the item containers on this item cannot be sold at an outpost. Use in similar cases as DontTransferInventoryBetweenSubs.
 
float PickingTime [get, set]
 
string PickingMsg [get, set]
 
Dictionary< Identifier, SerializablePropertySerializableProperties [get, protected set]
 
virtual bool IsActive [get, set]
 
PropertyConditional.LogicalOperatorType IsActiveConditionalComparison [get, set]
 
bool Drawable [get, set]
 
bool CanBePicked [get, set]
 
bool DrawHudWhenEquipped [get, protected set]
 
bool LockGuiFramePosition [get, set]
 
Point GuiFrameOffset [get, set]
 
bool CanBeSelected [get, set]
 
bool CanBeCombined [get, set]
 
bool RemoveOnCombined [get, set]
 
bool CharacterUsable [get, set]
 
bool AllowInGameEditing [get, set]
 
InputType PickKey [get, protected set]
 
InputType SelectKey [get, protected set]
 
bool DeleteOnUse [get, set]
 
Item Item [get]
 
string Name [get]
 
string Msg [get, set]
 
LocalizedString DisplayMsg [get, set]
 
float CombatPriority [get]
 
int ManuallySelectedSound [get]
 Which sound should be played when manual sound selection type is selected? Not [Editable] because we don't want this visible in the editor for every component.
 
float Speed [get]
 Can be used by status effects or conditionals to the speed of the item.
 
virtual bool UpdateWhenInactive [get]
 
- Properties inherited from Barotrauma.ISerializableEntity

Additional Inherited Members

- Static Public Member Functions inherited from Barotrauma.Items.Components.ItemComponent
static ItemComponent Load (ContentXElement element, Item item, bool errorMessages=true)
 
- Public Attributes inherited from Barotrauma.Items.Components.ItemComponent
bool WasUsed
 
bool WasSecondaryUsed
 
readonly Dictionary< ActionType, List< StatusEffect > > statusEffectLists
 
Dictionary< RelatedItem.RelationType, List< RelatedItem > > RequiredItems
 
readonly List< RelatedItemDisabledRequiredItems = new List<RelatedItem>()
 
readonly List< SkillRequiredSkills = new List<Skill>()
 
readonly ContentXElement originalElement
 
Action< bool > OnActiveStateChanged
 
List< PropertyConditionalIsActiveConditionals
 
readonly NamedEvent< ItemUseInfoOnUsed = new()
 
readonly bool InheritStatusEffects
 
- Protected Member Functions inherited from Barotrauma.Items.Components.ItemComponent
virtual void ShallowRemoveComponentSpecific ()
 
virtual void RemoveComponentSpecific ()
 
string GetTextureDirectory (ContentXElement subElement)
 
ExtractEventData< T > (NetEntityEvent.IData data)
 
bool TryExtractEventData< T > (NetEntityEvent.IData data, out T componentData)
 
AIObjectiveContainItem AIContainItems< T > (ItemContainer container, Character character, AIObjective currentObjective, int itemCount, bool equip, bool removeEmpty, bool spawnItemIfNotFound=false, bool dropItemOnDeselected=false)
 
- Protected Attributes inherited from Barotrauma.Items.Components.ItemComponent
Item item
 
string name
 
bool characterUsable
 
bool canBePicked
 
bool canBeSelected
 
bool canBeCombined
 
bool removeOnCombined
 
CoroutineHandle delayedCorrectionCoroutine
 
float aiUpdateTimer
 
- Static Protected Attributes inherited from Barotrauma.Items.Components.ItemComponent
const float CorrectionDelay = 1.0f
 
const float AIUpdateInterval = 0.2f
 

Constructor & Destructor Documentation

◆ RangedWeapon()

Barotrauma.Items.Components.RangedWeapon.RangedWeapon ( Item item,
ContentXElement element )

Member Function Documentation

◆ Equip()

override void Barotrauma.Items.Components.RangedWeapon.Equip ( Character character)
virtual

◆ FindProjectile()

Projectile Barotrauma.Items.Components.RangedWeapon.FindProjectile ( bool triggerOnUseOnContainers = false)

◆ SecondaryUse()

override bool Barotrauma.Items.Components.RangedWeapon.SecondaryUse ( float deltaTime,
Character character = null )
virtual

◆ Update()

override void Barotrauma.Items.Components.RangedWeapon.Update ( float deltaTime,
Camera cam )
virtual

◆ Use()

override bool Barotrauma.Items.Components.RangedWeapon.Use ( float deltaTime,
Character character = null )
virtual

Property Documentation

◆ BarrelPos

string Barotrauma.Items.Components.RangedWeapon.BarrelPos
getset

◆ DualWieldAccuracyPenalty

float Barotrauma.Items.Components.RangedWeapon.DualWieldAccuracyPenalty
get

◆ DualWieldReloadTimePenaltyMultiplier

float Barotrauma.Items.Components.RangedWeapon.DualWieldReloadTimePenaltyMultiplier
get

◆ HoldTrigger

bool Barotrauma.Items.Components.RangedWeapon.HoldTrigger
getset

◆ LastProjectile

Projectile Barotrauma.Items.Components.RangedWeapon.LastProjectile
get

◆ LaunchImpulse

float Barotrauma.Items.Components.RangedWeapon.LaunchImpulse
getset

◆ MaxChargeTime

float Barotrauma.Items.Components.RangedWeapon.MaxChargeTime
get

◆ Penetration

float Barotrauma.Items.Components.RangedWeapon.Penetration
get

◆ ProjectileCount

int Barotrauma.Items.Components.RangedWeapon.ProjectileCount
getset

◆ Reload

float Barotrauma.Items.Components.RangedWeapon.Reload
getset

◆ ReloadNoSkill

float Barotrauma.Items.Components.RangedWeapon.ReloadNoSkill
getset

◆ ReloadSkillRequirement

float Barotrauma.Items.Components.RangedWeapon.ReloadSkillRequirement
getset

◆ ReloadTimer

float Barotrauma.Items.Components.RangedWeapon.ReloadTimer
get

◆ Spread

float Barotrauma.Items.Components.RangedWeapon.Spread
getset

◆ TransformedBarrelPos

Vector2 Barotrauma.Items.Components.RangedWeapon.TransformedBarrelPos
get

◆ UnskilledSpread

float Barotrauma.Items.Components.RangedWeapon.UnskilledSpread
getset

◆ WeaponDamageModifier

float Barotrauma.Items.Components.RangedWeapon.WeaponDamageModifier
get

The documentation for this class was generated from the following file: