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# Gameplay.IFiringMotor

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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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Class file time: ne 5.9.2004 15:53:16.000 - Creation time: st 23.5.2018 00:10:44.589 - Created with UnCodeX