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interface IFiringMotor; // setViewRotation function setViewRotation(Rotator r); // getViewRotation function Rotator getViewRotation(); // If this function returns true then the aiming rotation is based directly on the players view otherwise getViewRotation is used. function bool aimAdjustViewRotation(); // fire function fire(optional bool fireOnce); // altFire function altFire(optional bool fireOnce); // releaseFire function releaseFire(); // releaseAltFire function releaseAltFire(); function bool shouldFire(Equippable e); function setFirePressed(Equippable e, bool pressed); function vector getProjectileSpawnLocation(); function onShotFiredNotification(); // It is assumed that a class that implements the IFiringMotor has some form of energy concept. function float getEnergy(); // It is assumed that a class that implements the IFiringMotor has some form of energy concept. function useEnergy(float energyUsage); simulated function vector getFirstPersonEquippableLocation(Equippable subject); simulated function rotator getFirstPersonEquippableRotation(Equippable subject); simulated function getThirdPersonEquippableAttachment(Equippable subject, out Rook attachTo, out name boneName); // returns the rook the weapon is attached to: character for character weapons, turrets for turret weapons, and vehicle for weapons attached to a vehicle function Rook getPhysicalAttachment(); function Weapon getWeapon(); // Returns the Actor that effects should be triggered on. None implies the weapon itself should be used. simulated function Actor getEffectsBaseActor(); simulated function bool customFiredEffectProcessing(); simulated function doCustomFiredEffectProcessing(); simulated function getAlternateAimAdjustStart(rotator cameraRotation, out vector newAimAdjustStart); |
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