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 HDFirearm/Magazine functions 
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REAL AMERICAN HERO
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Post HDFirearm/Magazine functions
Code:
HeldDevice::GetSupportPos
HeldDevice::GetMagazinePos
HeldDevice::GetMuzzlePos
HeldDevice::GetMuzzleOffset
HeldDevice::GetStanceOffset
HeldDevice::GetSharpLength
HeldDevice::IsWeapon
HeldDevice::IsTool
HeldDevice::IsShield
HeldDevice::IsOneHanded
HeldDevice::Activate
HeldDevice::Deactivate
HeldDevice::Reload
HeldDevice::IsActivated
HeldDevice::IsReloading
HeldDevice::DoneReloading
HeldDevice::NeedsReloading
HeldDevice::IsFull


Code:
Magazine::GetRoundCount
Magazine::SetRoundCount
Magazine::IsEmpty
Magazine::IsFull
Magazine::IsOverHalfFull
Magazine::GetCapacity
Magazine::IsDiscardable

RoundCount is also a directly definable property, eg. self.Magazine.RoundCount = 400.

Code:
HDFirearm::GetRateOfFire
HDFirearm::SetRateOfFire
HDFirearm::GetRoundInMagCount
HDFirearm::GetMagazine
HDFirearm::SetNextMagazineName

Note SetRateOfFire and SetNextMagazineName. That will directly switch the next reloaded mag to any other .ini defined magazine.


Thu Aug 04, 2011 1:16 am
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Post Re: HDFirearm/Magazine functions
No friggen way.
That was pretty quick!


Thu Aug 04, 2011 1:18 am
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Post Re: HDFirearm/Magazine functions
Fantastic.

Do we have anything for defining pointers to sounds in lua?


Thu Aug 04, 2011 1:19 am
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Post Re: HDFirearm/Magazine functions
Nice one Grif. More reliable than the Wiki it seems.


Thu Aug 04, 2011 1:20 am
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Post Re: HDFirearm/Magazine functions
Coops9753 wrote:
Fantastic.

Do we have anything for defining pointers to sounds in lua?


Negative. PlaySound seems to be impossible to get to work.


Thu Aug 04, 2011 1:23 am
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Post Re: HDFirearm/Magazine functions
Guess we're staying classy with Emitters.

Sunovabitch


Thu Aug 04, 2011 1:26 am
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Post Re: HDFirearm/Magazine functions
You should add this topic over here.


Thu Aug 04, 2011 2:22 am
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Post Re: HDFirearm/Magazine functions
SetNextMagazineName() doesnt seem to respond.

Unless Im doing something wrong, it doesn't work.


Nevermind, A fresh CC restart makes it work.


Last edited by Coops on Thu Aug 04, 2011 3:35 am, edited 1 time in total.



Thu Aug 04, 2011 3:21 am
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Post Re: HDFirearm/Magazine functions
Idea: You know how actors epicly fail with a weapon that has infinite ammo? Well you can have the ammo always stay at 1 with SetRoundCount().


Thu Aug 04, 2011 3:33 am
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Post Re: HDFirearm/Magazine functions
Data fixed actors with weapons that had infinite ammo.


Thu Aug 04, 2011 3:35 am
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Post Re: HDFirearm/Magazine functions
Darn. I thought I had a good idea for once... would've been a first for me :)


Thu Aug 04, 2011 3:44 am
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Post Re: HDFirearm/Magazine functions
Oh my goodness, this is most interesting. Many of these can be used for obscene levels of awesome. Thanks Grif!


Thu Aug 04, 2011 3:23 pm
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Post Re: HDFirearm/Magazine functions
Jesus. Imma have to make some zombies +survivors when I get some free time, no more massive, unreliable workarounds.


Thu Aug 04, 2011 3:37 pm
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Post Re: HDFirearm/Magazine functions
Welp, time to engage in absurd amounts of magazine/ammo swapping. I didn't realize they'd make it THIS easy.


Thu Aug 04, 2011 4:13 pm
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Post Re: HDFirearm/Magazine functions
Isn't there something like self.EjectionPos?


Wed Aug 10, 2011 2:46 am
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