IWeaponEventListener

C++
struct IWeaponEventListener {
};
File

IWeapon.h

IWeaponEventListener::~IWeaponEventListener Destructor
C++
IWeaponEventListener::OnDropped Method
C++
virtual void OnDropped(IWeapon * pWeapon, EntityId actorId) = 0;
IWeaponEventListener::OnEndBurst Method
C++
virtual void OnEndBurst(IWeapon * pWeapon, EntityId shooterId) = 0;
IWeaponEventListener::OnEndReload Method
C++
virtual void OnEndReload(IWeapon * pWeapon, EntityId shooterId, IEntityClass* pAmmoType) = 0;
IWeaponEventListener::OnFireModeChanged Method
C++
virtual void OnFireModeChanged(IWeapon * pWeapon, int currentFireMode) = 0;
IWeaponEventListener::OnMelee Method
C++
virtual void OnMelee(IWeapon* pWeapon, EntityId shooterId) = 0;
IWeaponEventListener::OnOutOfAmmo Method
C++
virtual void OnOutOfAmmo(IWeapon * pWeapon, IEntityClass* pAmmoType) = 0;
IWeaponEventListener::OnPickedUp Method
C++
virtual void OnPickedUp(IWeapon * pWeapon, EntityId actorId, bool destroyed) = 0;
IWeaponEventListener::OnReadyToFire Method
C++
virtual void OnReadyToFire(IWeapon * pWeapon) = 0;
IWeaponEventListener::OnSelected Method
C++
virtual void OnSelected(IWeapon * pWeapon, bool selected) = 0;
IWeaponEventListener::OnSetAmmoCount Method
C++
virtual void OnSetAmmoCount(IWeapon * pWeapon, EntityId shooterId) = 0;
IWeaponEventListener::OnShoot Method
C++
virtual void OnShoot(IWeapon * pWeapon, EntityId shooterId, EntityId ammoId, IEntityClass* pAmmoType, const Vec3 & pos, const Vec3 & dir, const Vec3 & vel) = 0;
IWeaponEventListener::OnStartFire Method
C++
virtual void OnStartFire(IWeapon * pWeapon, EntityId shooterId) = 0;
IWeaponEventListener::OnStartReload Method
C++
virtual void OnStartReload(IWeapon * pWeapon, EntityId shooterId, IEntityClass* pAmmoType) = 0;
IWeaponEventListener::OnStartTargetting Method
C++
virtual void OnStartTargetting(IWeapon * pWeapon) = 0;
IWeaponEventListener::OnStopFire Method
C++
virtual void OnStopFire(IWeapon * pWeapon, EntityId shooterId) = 0;
IWeaponEventListener::OnStopTargetting Method
C++
virtual void OnStopTargetting(IWeapon * pWeapon) = 0;
IWeaponEventListener::OnZoomChanged Method
C++
virtual void OnZoomChanged(IWeapon* pWeapon, bool zoomed, int idx);
Description

empty implementation to be compatible with other game dlls