CBaseCombatWeapon@
The base class of all weapons in Source Engine games.
Methods
bool IsBaseCombatWeapon()--CBaseCombatWeapon@ MyCombatWeaponPointer()--CP3Weapon@ MyP3BaseWeaponPointer()-- Gets the pointer to Base P3 weapon.bool OverridePlayerAim(Vector&in aimStart, Vector&in aimEnd, Vector&in aimVector)--bool IsPredicted()--bool IsAttacking()--bool IsPlayingAttackGestures()--int GetSubType()--void SetSubType(int iType)--void Equip(CBaseCombatCharacter@ pOwner)--void Drop(const Vector&in vecVelocity)--bool IsAllowedToSwitch()--bool CanBeSelected()--bool VisibleInWeaponSelection()--bool HasAmmo()--void SetPickupTouch()--void DefaultTouch(CBaseEntity@ pOther)--void GiveTo(CBaseEntity@ pOther)--void SetViewModelIndex(int index = 0)--bool SendWeaponAnim(int iActivity, bool bIdle = false)--bool SendViewModelAnim(int nSequence)--float GetViewModelSequenceDuration()--bool IsViewModelSequenceFinished()--void SetViewModel()--bool HasWeaponIdleTimeElapsed()--void SetWeaponIdleTime(float time)--float GetWeaponIdleTime()--bool HasAnyAmmo()--bool HasPrimaryAmmo()--bool HasSecondaryAmmo()--bool UsesPrimaryAmmo()--bool UsesSecondaryAmmo()--void GiveDefaultAmmo()--bool CanHolster()--bool CanDeploy()--CBaseCombatWeapon@ GetLastWeapon()--void SetWeaponVisible(bool visible)--bool IsWeaponVisible()--bool ReloadOrSwitchWeapons()--bool HolsterOnDetach()--bool ShouldBlockPrimaryFire()--bool IsWeaponZoomed()--bool Reload()--Activity GetPrimaryAttackActivity()--Activity GetSecondaryAttackActivity()--Activity GetDrawActivity()--float GetDefaultAnimSpeed()--int GetBulletType()--const Vector& GetBulletSpread()--Vector GetBulletSpread(WeaponProficiency_t proficiency)--float GetSpreadBias(WeaponProficiency_t proficiency)--float GetFireRate()--int GetMinBurst()--int GetMaxBurst()--float GetMinRestTime()--float GetMaxRestTime()--int GetRandomBurst()--void WeaponSound(WeaponSound_t sound_type, float soundtime = 0.0f)--void StopWeaponSound(WeaponSound_t sound_type)--float GetMaxAutoAimDeflection()--float WeaponAutoAimScale()--bool StartSprinting()--bool StopSprinting()--float GetDamage(float flDistance, int iLocation)--void SetActivity(Activity act, float duration)--void SetActivity(Activity act)--Activity GetActivity()--void AddViewKick()--CBaseCombatCharacter@ GetOwner() const--void SetOwner(CBaseCombatCharacter@ owner)--void Lock(float lockTime, CBaseEntity@ pLocker)--bool IsLocked(CBaseEntity@ pAsker)--bool CanBePickedUpByNPCs()--bool HaveAttachedCat() const--void SetNextAttackTime(bool secondary, float delay)--bool IsConstrained()--void Delete()--void DestroyItem()--void Kill()--bool IsRemoveable()--void SetRemoveable(bool bRemoveable)--bool CanLower()--bool CanReload()--Activity GetIdealActivity()--int GetIdealSequence()--bool SetIdealActivity(Activity ideal)--void MaintainIdealActivity()--int WeaponState()--CBaseEntity@ opCast()-- CBaseCombatWeapon to CBaseEntity.CBaseEntity@ opImplCast()-- CBaseCombatWeapon to CBaseEntity.CP3Weapon@ opCast()-- CBaseCombatWeapon to CP3Weapon.CP3Weapon@ opImplCast()-- CBaseCombatWeapon to CP3Weapon.