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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.