Sandbox / type
BaseCombatWeapon
Sandbox.BaseCombatWeapon Overview
Declared type and relationship surface; behavioural intent is not inferred from the metadata alone.
BaseCombatWeapon is a declared class in the pinned release metadata.
Exact identity & snapshot
Type relationships
Declarations owned by this type
- Sandbox.BaseCombatWeapon..ctor() constructor
- Sandbox.BaseCombatWeapon.CanPrimaryAttack() method
- Sandbox.BaseCombatWeapon.CanReload() method
- Sandbox.BaseCombatWeapon.CanSecondaryAttack() method
- Sandbox.BaseCombatWeapon.CancelReload() method
- Sandbox.BaseCombatWeapon.DrawCrosshair(Sandbox.Rendering.HudPainter,Vector2) method
- Sandbox.BaseCombatWeapon.DrawHud(Sandbox.CameraComponent) method
- Sandbox.BaseCombatWeapon.DrawHud(Sandbox.Rendering.HudPainter,Vector2) method
- Sandbox.BaseCombatWeapon.DryFire() method
- Sandbox.BaseCombatWeapon.FirePrimary() method
- Sandbox.BaseCombatWeapon.FireSecondary() method
- Sandbox.BaseCombatWeapon.GetMuzzleTransform() method
- Sandbox.BaseCombatWeapon.HasPrimaryAmmo() method
- Sandbox.BaseCombatWeapon.HasSecondaryAmmo() method
- Sandbox.BaseCombatWeapon.ImpactEffect(Sandbox.BaseCombatWeapon.ShotEffect) method
- Sandbox.BaseCombatWeapon.ImpactEffect(Sandbox.SceneTraceResult) method
- Sandbox.BaseCombatWeapon.ImpactPrefab(Sandbox.GameObject,Sandbox.Surface,Vector3,Vector3) method
- Sandbox.BaseCombatWeapon.PrimaryAttack() method
- Sandbox.BaseCombatWeapon.Reload() method
- Sandbox.BaseCombatWeapon.SecondaryAttack() method
- Sandbox.BaseCombatWeapon.SetNextFire(System.Single) method
- Sandbox.BaseCombatWeapon.SetNextPrimaryFire(System.Single) method
- Sandbox.BaseCombatWeapon.SetNextSecondaryFire(System.Single) method
- Sandbox.BaseCombatWeapon.ShootBullet(Sandbox.Scene,Ray,System.Single,System.Single,System.Single,System.Single,Sandbox.GameObject,Sandbox.GameObject,Sandbox.GameObject,Sandbox.TagSet) method
- Sandbox.BaseCombatWeapon.ShootBullet(Sandbox.SceneTraceResult,System.Single,System.Single,Sandbox.GameObject,Sandbox.GameObject,Sandbox.TagSet,System.Boolean) method
- Sandbox.BaseCombatWeapon.ShootBullets(Sandbox.Scene,Ray,System.Int32,Vector2,System.Single,System.Single,System.Single,System.Single,Sandbox.GameObject,Sandbox.GameObject,Sandbox.GameObject,Sandbox.TagSet) method
- Sandbox.BaseCombatWeapon.ShootEffects() method
- Sandbox.BaseCombatWeapon.ShootEffects(Sandbox.BaseCombatWeapon.ShotEffect) method
- Sandbox.BaseCombatWeapon.ShootEffects(Sandbox.BaseCombatWeapon.ShotEffect[]) method
- Sandbox.BaseCombatWeapon.TakePrimaryAmmo(System.Int32) method
- Sandbox.BaseCombatWeapon.TakeSecondaryAmmo(System.Int32) method
- Sandbox.BaseCombatWeapon.AimRay property
- Sandbox.BaseCombatWeapon.Ammo1 property
- Sandbox.BaseCombatWeapon.Ammo2 property
- Sandbox.BaseCombatWeapon.AttackSound property
- Sandbox.BaseCombatWeapon.AutoReload property
- Sandbox.BaseCombatWeapon.Ballistics property
- Sandbox.BaseCombatWeapon.CanCancelReload property
- Sandbox.BaseCombatWeapon.Clip1 property
- Sandbox.BaseCombatWeapon.Clip2 property
- Sandbox.BaseCombatWeapon.ClipMaxSize property
- Sandbox.BaseCombatWeapon.CurrentSpread property
- Sandbox.BaseCombatWeapon.DeployTime property
- Sandbox.BaseCombatWeapon.DryFireSound property
- Sandbox.BaseCombatWeapon.FirstShellReloadTime property
- Sandbox.BaseCombatWeapon.Handedness property
- Sandbox.BaseCombatWeapon.HoldBone property
- Sandbox.BaseCombatWeapon.HoldType property
- Sandbox.BaseCombatWeapon.HolderRenderer property
- Sandbox.BaseCombatWeapon.IncrementalReloading property
- Sandbox.BaseCombatWeapon.IsHeld property
- Sandbox.BaseCombatWeapon.IsReloading property
- Sandbox.BaseCombatWeapon.MaxReserveAmmo property
- Sandbox.BaseCombatWeapon.Npc property
- Sandbox.BaseCombatWeapon.Owner property
- Sandbox.BaseCombatWeapon.PrimaryAmmoType property
- Sandbox.BaseCombatWeapon.PrimaryAutomatic property
- Sandbox.BaseCombatWeapon.PrimaryClipSize property
- Sandbox.BaseCombatWeapon.PrimaryDelay property
- Sandbox.BaseCombatWeapon.ReloadStartTime property
- Sandbox.BaseCombatWeapon.ReloadTime property
- Sandbox.BaseCombatWeapon.SecondaryAmmoType property
- Sandbox.BaseCombatWeapon.SecondaryAutomatic property
- Sandbox.BaseCombatWeapon.SecondaryClipSize property
- Sandbox.BaseCombatWeapon.SecondaryDefaultClip property
- Sandbox.BaseCombatWeapon.SecondaryDelay property
- Sandbox.BaseCombatWeapon.ShouldAvoid property
- Sandbox.BaseCombatWeapon.SpreadScale property
- Sandbox.BaseCombatWeapon.StartingAmmo property
- Sandbox.BaseCombatWeapon.UsableByNpcs property
- Sandbox.BaseCombatWeapon.UsesAmmo property
- Sandbox.BaseCombatWeapon.UsesClips property
- Sandbox.BaseCombatWeapon.UsesPrimaryClip property
- Sandbox.BaseCombatWeapon.UsesSecondaryClip property
- Sandbox.BaseCombatWeapon.ViewModel property
- Sandbox.BaseCombatWeapon.ViewModelPrefab property
- Sandbox.BaseCombatWeapon.WeaponModel property
- Sandbox.BaseCombatWeapon.WorldModel property
- Sandbox.BaseCombatWeapon.WorldModelPrefab property
- Sandbox.BaseCombatWeapon.BallisticConfig type
- Sandbox.BaseCombatWeapon.NpcUsage type
- Sandbox.BaseCombatWeapon.PelletClaim type
- Sandbox.BaseCombatWeapon.ShotClaim type
- Sandbox.BaseCombatWeapon.ShotEffect type
- Sandbox.BaseCombatWeapon.WeaponHandedness type
Inherited members
- Sandbox.BaseInventoryItem..ctor()
- Sandbox.BaseInventoryItem.CanPickup(Sandbox.BaseInventoryComponent)
- Sandbox.BaseInventoryItem.CanSwitchTo()
- Sandbox.BaseInventoryItem.DisplayIcon
- Sandbox.BaseInventoryItem.DisplayName
- Sandbox.BaseInventoryItem.Inventory
- Sandbox.BaseInventoryItem.IsActive
- Sandbox.BaseInventoryItem.PreferredSlot
- Sandbox.BaseInventoryItem.ShouldAvoid
- Sandbox.BaseInventoryItem.Slot
- Sandbox.BaseInventoryItem.SlotOrder
- Sandbox.BaseInventoryItem.Value
Flow
The diagram separates the declared inputs, operation and result. Connections describe the recorded relationship; they do not establish execution order or lifecycle behaviour.
Open this operation in the flow explorer →
Examples
No reviewed code example or workflow covers this declaration. Use the exact declaration and inputs/outputs flow as the available local teaching surface, then run a bounded installed-build probe before relying on behaviour. Open the exact declaration flow.
Constraints and pitfalls
- Execution context: game-or-shared-unknown
- A public declaration is not proof of sandbox allowlisting.
- No compile/runtime verification was run.
Prerequisites and limits
- Resolve the type identity in the pinned release before relying on its declaration.
Still unknown
- Installed-build callability, compile behaviour and runtime effects are not established by this snapshot.
declaration-and-sourcemetadata-and-source-only
Upstream documentation availability
Documentation text is not copied into this export because the release metadata redistribution licence is unresolved.
Evidence and verification
pinned metadata source correspondence unverified
- declaration: pinned-release-metadata
- implementation-source: engine/Sandbox.Engine/Scene/Components/Game/Weapon/BaseCombatWeapon.Ammo.cs
- implementation-source: engine/Sandbox.Engine/Scene/Components/Game/Weapon/BaseCombatWeapon.Attacking.cs
- implementation-source: engine/Sandbox.Engine/Scene/Components/Game/Weapon/BaseCombatWeapon.Ballistics.cs
- implementation-source: engine/Sandbox.Engine/Scene/Components/Game/Weapon/BaseCombatWeapon.Camera.cs
- implementation-source: engine/Sandbox.Engine/Scene/Components/Game/Weapon/BaseCombatWeapon.Effects.cs
- implementation-source: engine/Sandbox.Engine/Scene/Components/Game/Weapon/BaseCombatWeapon.HitClaims.cs
- implementation-source: engine/Sandbox.Engine/Scene/Components/Game/Weapon/BaseCombatWeapon.Hud.cs
- implementation-source: engine/Sandbox.Engine/Scene/Components/Game/Weapon/BaseCombatWeapon.Npc.cs
- implementation-source: engine/Sandbox.Engine/Scene/Components/Game/Weapon/BaseCombatWeapon.Reloading.cs
- implementation-source: engine/Sandbox.Engine/Scene/Components/Game/Weapon/BaseCombatWeapon.Shooting.cs
- implementation-source: engine/Sandbox.Engine/Scene/Components/Game/Weapon/BaseCombatWeapon.ViewModel.cs
- implementation-source: engine/Sandbox.Engine/Scene/Components/Game/Weapon/BaseCombatWeapon.WorldModel.cs
- implementation-source: engine/Sandbox.Engine/Scene/Components/Game/Weapon/BaseCombatWeapon.cs
Installed-build compile/runtime state: not run.
Related workflows
None selected.
Related diagrams
None selected.