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BaseWeaponItem

Source
Metadata
Also in
Chaos Theorydiffers

Properties (11)

NameType
Data
Sync
SkipFirstEquipAnim
bool
FillReserveAmmoForWeapon
bool
WasDropped
bool
ReadOnly
PositionImpulse
AngularImpulse
CanBeHeld
bool
override
InternalAmmoCountPrimary
int
ReadOnly
SlotTakenBy
Who is it taken by
ReadOnly
OverrideSlotOccupancy
bool
A hack to force the replacement in cases where we definitely know we want to replace, i.e. external giving (so no player input) This is rarely used, we should be preferring the default logic (aka false).
NeedsWarmingUp
bool
Horrible, horrible hack to know if we need to pre-call FirstSetup() on a given baseweapon

Fields & Events (3)

NameType
PickupTime
float
_counter
float
protected
ReadOnly
_isPressing
bool
protected
ReadOnly

Constructors (1)

NameType
BaseWeaponItem()

Methods (11)

NameType
ToString()
string
override
DecreaseInternalMag(int howmuch)
void
OnValidate()
void
protected · override
GetModel()
string
protected · override
OnStart()
void
protected · override
SlotTaken()
bool
Is this weapon in a slot that's occupied by the person attempting pickup
virtual
ReadOnly
OnFixedUpdate()
void
protected · override
Pressing(IPressable.Event press)
bool
override
OnPickup(BasePlayer Activator = null)
void
override
void
override
ResolvePrintName(WeaponParse data)
string
500 null checks to get proper printable weapon name | Either the name or placeholder