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SCR_BaseGameModeStateComponent.c File Reference

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Data Structures

class  SCR_BaseGameModeStateComponentClass
 

Functions

SCR_BaseGameModeStateComponentClass SCR_BaseGameModeComponentClass GetAllowControls ()
 Base component for handling game mode states. More...
 
float GetDuration ()
 
bool CanAdvanceState (SCR_EGameModeState nextState)
 
protected void OnStateEntered ()
 Called when game mode transitions into the state this component represents. More...
 
override void OnGameStateChanged (SCR_EGameModeState state)
 
SCR_EGameModeState GetAffiliatedState ()
 Called on the authority when created to assign state this component belongs to. More...
 

Function Documentation

◆ CanAdvanceState()

bool CanAdvanceState ( SCR_EGameModeState  nextState)

Called on authority to check if transition to next state can occur in current step.

Parameters
[in]nextStateThe state to transition into.

Definition at line 26 of file SCR_BaseGameModeStateComponent.c.

◆ GetAffiliatedState()

SCR_EGameModeState GetAffiliatedState ( )

Called on the authority when created to assign state this component belongs to.

Definition at line 48 of file SCR_BaseGameModeStateComponent.c.

◆ GetAllowControls()

Base component for handling game mode states.

Returns
false on authority if controls for this state should be disabled.

Definition at line 11 of file SCR_BaseGameModeStateComponent.c.

◆ GetDuration()

float GetDuration ( )
Returns
the expected duration of this state or 0 if none.

Definition at line 18 of file SCR_BaseGameModeStateComponent.c.

◆ OnGameStateChanged()

override void OnGameStateChanged ( SCR_EGameModeState  state)

Called when game mode state changes called on all machines.

Parameters
[in]stateNew state game mode transitioned into.

Definition at line 38 of file SCR_BaseGameModeStateComponent.c.

◆ OnStateEntered()

protected void OnStateEntered ( )

Called when game mode transitions into the state this component represents.