Weapons, Melee & Traps
19 pages · all function themes
The melee system, weapon fired/reload handlers and audio, launchers, and punji/tripwire traps.
| Function | Description |
|---|---|
VN_fnc_bolt_click |
Bolt action audio player. |
VN_fnc_bolt_fired |
Function called when a weapon is fired, plays an animation and plays a sound. |
VN_fnc_empty_click |
Checks if weapon ammo is empty, plays an empty sound if it is. |
VN_fnc_m72law |
M72 LAW fired eventhandler function. Will wait until the player attempts to reload or stops holding the fire … |
VN_fnc_melee_action |
Called when the player passes a melee action check, runs the melee code. |
VN_fnc_melee_action_check |
Function called when keyhandler is activated, uses condition to check if player can melee. |
VN_fnc_melee_action_handgun |
Called when the player passes a melee action check, runs the melee code, handgun weapon specific. |
VN_fnc_melee_damage |
Deal damage to the unit that has been intersected through the melee system. |
VN_fnc_melee_drainstamina |
Drain players stamina when doing a melee action. |
VN_fnc_melee_draw |
Draw icons from melee debug system. |
VN_fnc_melee_fired |
Function runs when player fires the melee action. |
VN_fnc_melee_init |
Setup mission variables and sound config variables. |
VN_fnc_melee_offset |
Get position offset from selection. |
VN_fnc_melee_onload |
Setup keyhandlers and variables used in the melee action function(s) Add unload check to internal loop … |
VN_fnc_melee_onunload |
Remove keyhandlers and remove variables saved. |
vn_fnc_sa2_fired |
SA2 fired eventhandler function, does not use all parameters from the fired eventhandler |
VN_fnc_traps_flare_tripwire |
Animates flare trip wire trap after it is set off. |
VN_fnc_traps_punji |
Animates punji trap after it is set off. |
VN_fnc_traps_punji_tripwire |
Animates punji trip wire trap after it is set off. |