BasePlayerWeapon

Baseclass for CBasePlayerWeapon.
Allows calling of the base implementation of certain methods.

Type: Reference type

Methods

Declaration Description
BaseEntity@ opImplCast() Implicitly casts to base type.
bool KeyValue(const string& in szKeyName, const string& in szValue) Calls the base class implementation of KeyValue
void Precache() Calls the base class implementation of Precache
void PreSpawn() Calls the base class implementation of PreSpawn
void Spawn() Calls the base class implementation of Spawn
void PostSpawn() Calls the base class implementation of PostSpawn
void Think() Calls the base class implementation of Think
void Touch(CBaseEntity@ pOther) Calls the base class implementation of Touch
void Use(CBaseEntity@ pActivator, CBaseEntity@ pCaller, USE_TYPE useType, float flValue = 0.0f) Calls the base class implementation of Use
void Blocked(CBaseEntity@ pOther) Calls the base class implementation of Blocked
void UpdateOnRemove() Calls the base class implementation of UpdateOnRemove
int ObjectCaps() Calls the base class implementation of ObjectCaps
void TraceAttack(entvars_t@ pevAttacker, float flDamage, const Vector& in vecDir, TraceResult& in ptr, int bitsDamageType) Calls the base class implementation of TraceAttack
int TakeDamage(entvars_t@ pevInflictor, entvars_t@ pevAttacker, float flDamage, int bitsDamageType) Calls the base class implementation of TakeDamage
bool TakeHealth(float flHealth, int bitsDamageType, float health_cap = 0) Calls the base class implementation of TakeHealth
bool TakeArmor(float flArmor, int bitsDamageType, float armor_cap = 0) Calls the base class implementation of TakeArmor
void Killed(entvars_t@ pevAttacker, int iGib) Calls the base class implementation of Killed
int BloodColor() Calls the base class implementation of BloodColor
void TraceBleed(float flDamage, const Vector& in vecDir, TraceResult& in traceResult, int bitsDamageType) Calls the base class implementation of TraceBleed
float GetPointsForDamage(float flDamage) Calls the base class implementation of GetPointsForDamage
bool IsRevivable() Calls the base class implementation of IsRevivable
void BeginRevive(float flTimeUntilRevive) Calls the base class implementation of BeginRevive
void EndRevive(float flTimeUntilRevive) Calls the base class implementation of EndRevive
BasePlayerItem@ opImplCast() Implicitly casts to base type.
bool AddToPlayer(CBasePlayer@ pPlayer) Calls the base class implementation of AddToPlayer
bool AddDuplicate(CBasePlayerItem@ pItem) Calls the base class implementation of AddDuplicate
void Materialize() Calls the base class implementation of Materialize
void GetItemInfo(ItemInfo& out info) Calls the base class implementation of GetItemInfo
bool CanDeploy() Calls the base class implementation of CanDeploy
bool Deploy() Calls the base class implementation of Deploy
bool CanHolster() Calls the base class implementation of CanHolster
void Holster(int skiplocal = 0) Calls the base class implementation of Holster
void UpdateItemInfo() Calls the base class implementation of UpdateItemInfo
void ItemPreFrame() Calls the base class implementation of ItemPreFrame
void ItemPostFrame() Calls the base class implementation of ItemPostFrame
void InactiveItemPreFrame() Calls the base class implementation of InactiveItemPreFrame
void InactiveItemPostFrame() Calls the base class implementation of InactiveItemPostFrame
void Kill() Calls the base class implementation of Kill
void AttachToPlayer(CBasePlayer@ pPlayer) Calls the base class implementation of AttachToPlayer
int PrimaryAmmoIndex() Calls the base class implementation of PrimaryAmmoIndex
int SecondaryAmmoIndex() Calls the base class implementation of SecondaryAmmoIndex
bool UpdateClientData(CBasePlayer@ pPlayer) Calls the base class implementation of UpdateClientData
float GetRespawnTime() const Calls the base class implementation of GetRespawnTime
CBasePlayerItem@ DropItem() Calls the base class implementation of DropItem
bool CanHaveDuplicates() Calls the base class implementation of CanHaveDuplicates
bool ExtractAmmo(CBasePlayerWeapon@ pWeapon) Calls the base class implementation of ExtractAmmo
bool AddWeapon() Calls the base class implementation of AddWeapon
bool PlayEmptySound() Calls the base class implementation of PlayEmptySound
void ResetEmptySound() Calls the base class implementation of ResetEmptySound
void SendWeaponAnim(int iAnim, int skiplocal = 0, int body = 0) Calls the base class implementation of SendWeaponAnim
Vector BulletAccuracy(const Vector& in vecMoving, const Vector& in vecStanding, const Vector& in vecCrouched) Calls the base class implementation of BulletAccuracy
bool IsUseable() Calls the base class implementation of IsUseable
void PrimaryAttack() Calls the base class implementation of PrimaryAttack
void SecondaryAttack() Calls the base class implementation of SecondaryAttack
void TertiaryAttack() Calls the base class implementation of TertiaryAttack
void Reload() Calls the base class implementation of Reload
void FinishReload() Calls the base class implementation of FinishReload
bool ShouldReload() Calls the base class implementation of ShouldReload
void WeaponIdle() Calls the base class implementation of WeaponIdle
void RetireWeapon() Calls the base class implementation of RetireWeapon
bool ShouldWeaponIdle() Calls the base class implementation of ShouldWeaponIdle
bool UseDecrement() Calls the base class implementation of UseDecrement
void BurstSupplement() Calls the base class implementation of BurstSupplement