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BaseCollimatorSightsComponent.c
Go to the documentation of this file.
1
/*
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===========================================
3
Do not modify, this script is generated
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===========================================
5
*/
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11
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class
BaseCollimatorSightsComponent
:
SightsComponent
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{
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proto external
void
SetReticleSize(
float
angularSize,
float
reticlePortion);
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proto external
float
GetReticleAngularSize();
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proto external
float
GetReticlePortion();
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proto external
int
GetNumReticles();
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proto external
bool
IsReticleValid(
int
index
);
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proto external
BaseCollimatorReticleInfo
GetReticleByIndex(
int
index
);
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proto external
int
GetCurrentReticleShape();
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proto external
void
ReticleNextShape();
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proto external
void
ReticlePreviousShape();
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proto external
bool
SetReticleShapeByIndex(
int
iIndex);
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proto external
int
GetNumColors();
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proto external
int
IsColorValid(
int
index
);
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proto external
BaseCollimatorReticleColor
GetColorByIndex(
int
index
);
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proto external
int
GetCurrentColor();
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proto external
void
ReticleNextColor();
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proto external
void
ReticlePreviousColor();
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proto external
float
GetNormalizedLightIntensity();
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proto external
bool
SetReticleColorByIndex(
int
iIndex);
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proto external
void
SetVerticalAngularCorrection(
float
fAngle);
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proto external
float
GetVerticalAngularCorrection();
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proto external
void
SetHorizontalAngularCorrection(
float
fAngle);
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proto external
float
GetHorizontalAngularCorrection();
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proto external
bool
IsSightActive();
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proto external
void
SetSightForcedOff(
bool
forceOff);
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proto external
void
EnableManualBrightness(
bool
bEnable);
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proto external
bool
IsManualBrightnessEnabled();
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proto external
void
SetManualBrightness(
float
fBrightness,
bool
bClamp);
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proto external
float
GetManualBrightness();
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proto external
bool
GetManualBrightnessClamp();
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// callbacks
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event
void
UpdateReticlePosition(
float
u,
float
v,
float
uScale,
float
vScale);
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event
void
OnPostInit
(
IEntity
owner);
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event
void
UpdateReticleShapeIndex(
int
index
);
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event
void
UpdateReticleColor(
vector
inner,
vector
glow);
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event
void
UpdateReticleBrightnessScale(
float
scale
);
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event
void
UpdateReticleBrightness(
float
lvFactor,
bool
useOwn);
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event
float
GetReticleBrightnessDay();
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event
float
GetReticleBrightnessNight();
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event
void
OnSightADSActivate();
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event
void
OnSightADSDeactivated
();
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}
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scale
vector scale
Definition
BlenderEndpoints.c:50
index
SCR_DestructionSynchronizationComponentClass ScriptComponentClass int index
Definition
SCR_DestructionSynchronizationComponent.c:17
BaseCollimatorReticleColor
Definition
BaseCollimatorReticleColor.c:13
BaseCollimatorReticleInfo
Definition
BaseCollimatorReticleInfo.c:13
BaseCollimatorSightsComponent
Definition
BaseCollimatorSightsComponent.c:13
IEntity
Definition
IEntity.c:13
SightsComponent
Definition
SightsComponent.c:18
vector
Definition
vector.c:13
OnPostInit
@ OnPostInit
Definition
SndComponentCallbacks.c:15
OnSightADSDeactivated
event void OnSightADSDeactivated()
Called every time the sight is deactivated.
Definition
SCR_2DSightsComponent.c:141
scripts
Game
generated
Weapon
BaseCollimatorSightsComponent.c
Generated by
1.17.0