Back To Index

MP_vShooterManager

Jump To Function Definitions


Function Definitions

Select the function name from below to jump directly to it on this page.

AddAmmoToWeapon
LoadIKAdjust
NetworkAddAmmoToWeapon
NetworkCancelReloadRoutine
NetworkRecoil
NetworkReloadWeapon
Recoil
ReloadWeapon
SetLeftWeapon
SetRightWeapon
Shoot
UpdateAmmoDisplay


protected override IEnumerator AddAmmoToWeapon(vShooterWeapon weapon, float delayTime, bool ignoreEffects = false)

Calls the NetworkAddAmmoToWeapon IEnumerator on top of all its normal functions.

Expose Value Overrideable Returns
protected True  
Parameter Name Description
weapon Read the invector docs.
delayTime Read the invector docs.
ignoreEffects Read the invector docs.

Back To Top


public override void LoadIKAdjust(string category)

When the owner changes its IK adjust catagory it will call the LoadIKAdjustCatagory RPC which has the networked players set their catagory to the same thing as the owner.

Expose Value Overrideable Returns
public True Does not return anything
Parameter Name Description
category *No found decription

Back To Top


IEnumerator NetworkAddAmmoToWeapon(vShooterWeapon weapon, float delayTime, bool ignoreEffects = false)

When the owner player adds ammo to the weapon it triggers the network players to play the Reload animations via the SetTriggers RPC.

Expose Value Overrideable Returns
private False  
Parameter Name Description
weapon Takes same inputs as AddAmmoToWeapon function
delayTime Takes same inputs as AddAmmoToWeapon function
ignoreEffects Takes same inputs as AddAmmoToWeapon function

Back To Top


IEnumerator NetworkCancelReloadRoutine()

When the owner player cancels the reload animations it calls ResetTriggers RPC which has the network players mimic the owner player by canceling their reload animations.

Expose Value Overrideable Returns
private False Does not return anything

No parameters

Back To Top


IEnumerator NetworkRecoil(float horizontal, float up)

The owner sends the SetTriggers RPC for the network players to play the Shooting recoil animation.

Expose Value Overrideable Returns
private False Does not return anything
Parameter Name Description
horizontal Read the invector docs.
up Read the invector docs.

Back To Top


IEnumerator NetworkReloadWeapon()

When the owner player triggers the reload animation it calls SetTriggers RPC which makes the network players play the reload animation to mimic the owner player.

Expose Value Overrideable Returns
private False Does not return anything

No parameters

Back To Top


protected override IEnumerator Recoil(float horizontal, float up)

Calls the NetworkRecoil function on top of all it’s normal functionality.

Expose Value Overrideable Returns
protected True Does not return anything
Parameter Name Description
horizontal Read the invector docs.
up Read the invector docs.

Back To Top


public override void ReloadWeapon()

Calls the NetworkReloadWeapon IEnumerator

Expose Value Overrideable Returns
public True Does not return anything

No parameters

Back To Top


public override void SetLeftWeapon(GameObject weapon)

When the owner changes their left weapon it calls the vShooterManager_ReceiveSetLeftWeapon RPC which has the network players set their left weapon to the same thing that the owner player has.

Expose Value Overrideable Returns
public True Does not return anything
Parameter Name Description
weapon GameObject type, the weapon to set as the left weapon

Back To Top


public override void SetRightWeapon(GameObject weapon)

When the owner changes their right weapon it calls the vShooterManager_ReceiveSetRightWeapon RPC which has the network players set their right weapon to the same thing that the owner player has.

Expose Value Overrideable Returns
public True Does not return anything
Parameter Name Description
weapon GameObject type, the weapon to set as the right weapon

Back To Top


public override void Shoot(Vector3 aimPosition, bool applyHipfirePrecision = false, bool useSecundaryWeapon = false)

Sets the lastAimPos parameter. This parameter is referenced by the MP_ShooterWeapon class. So when the Shot function on that component is called it knows where to fire based on the Vector3 position stored in the lastAimPos parameter in this class.

Expose Value Overrideable Returns
public True Does not return anything
Parameter Name Description
aimPosition Read the invector docs.
applyHipfirePrecision Read the invector docs.
useSecundaryWeapon Read the invector docs.

Back To Top


protected override void UpdateAmmoDisplay(int displayId)

This overrideds the default functionality of the invector logic to only work if you’re the owner player and will not work if you’re a networked player This overrideds the default functionality of the invector logic to only work if you’re the owner player and will not work if you’re a networked player

Expose Value Overrideable Returns
protected True Does not return anything

No parameters

Back To Top