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SCR_CallsignGroupComponent.c File Reference

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Data Structures

class  SCR_CallsignGroupComponentClass
 

Functions

override void InitOnServer (IEntity owner)
 
protected void OnPlayerAddedToGroup (SCR_AIGroup aiGroup, int playerID)
 
protected void OnPlayerRemovedFromGroup (SCR_AIGroup aiGroup, int playerID)
 
protected void OnPlayerLeaderAssigned (int groupID, int playerID)
 
protected void UpdatePlayerRoles ()
 
protected void AssignPlayerCallsign (int playerID, int characterCallsign=-1)
 
protected void UpdateAllCharacterRoleCallsigns ()
 
bool IsUniqueRoleInUse (int roleToCheck)
 
protected void OnAILeaderAssigned (AIAgent currentLeader, AIAgent prevLeader)
 
protected void ReplaceAILeaderRole (AIAgent currentLeader, AIAgent prevLeader)
 
protected void OnAIAddedToGroup (notnull AIAgent character)
 
protected void OnAIRemovedFromGroup (SCR_AIGroup group, AIAgent character)
 
protected void AssignAICallsign (AIAgent character, SCR_CallsignCharacterComponent characterCallsignComponent, int characterCallsign=-1)
 
protected void MakeAIRoleAvailable (int roleIndex)
 
override bool GetCallsignNames (out string company, out string platoon, out string squad, out string character, out string format)
 
override bool GetCallsignIndexes (out int companyIndex, out int platoonIndex, out int squadIndex, out int characterNumber=-1, out ERoleCallsign characterRole=ERoleCallsign.NONE)
 
protected void AssignGroupCallsign ()
 
protected void AssignCallsignBroadcast (int company, int platoon, int squad)
 
void FactionInit (Faction faction, bool isFactionChange=false)
 
protected void OnFactionChanged (Faction faction)
 
override bool RplSave (ScriptBitWriter writer)
 
override bool RplLoad (ScriptBitReader reader)
 
void ~SCR_CallsignGroupComponent ()
 

Variables

SCR_CallsignGroupComponentClass m_bGroupInitCalled
 Component of assigning and storing squad names. More...
 
protected SCR_AIGroup m_Group
 
const protected int iLEADER_ROLE_CHARACTER_CALLSIGN = 1
 
protected ref map< int, AIAgent > m_mAICallsigns = new map<int, AIAgent>()
 Keeps track of AI callsigns in group. More...
 
protected ref map< int, AIAgent > m_mAIRoleCallsigns = new map<int, AIAgent>()
 Keeps track of specific AI role callsigns in group. More...
 
protected ref map< int, intm_mPlayerCallsigns = new map<int, int>()
 Keeps track of player callsigns in group <Callsign, PlayerID>. Player callsigns never change. More...
 
protected ref map< int, intm_mPlayerRoleCallsigns = new map<int, int>()
 Keeps track of specific AI role callsigns in group. map<RoleID, PlayerID> More...
 
protected SCR_AIGroup m_MasterGroup
 
protected SCR_CallsignGroupComponent m_MasterGroupCallsignComponent
 

Function Documentation

◆ AssignAICallsign()

protected void AssignAICallsign ( AIAgent  character,
SCR_CallsignCharacterComponent  characterCallsignComponent,
int  characterCallsign = -1 
)

Definition at line 331 of file SCR_CallsignGroupComponent.c.

◆ AssignCallsignBroadcast()

protected void AssignCallsignBroadcast ( int  company,
int  platoon,
int  squad 
)

Definition at line 494 of file SCR_CallsignGroupComponent.c.

◆ AssignGroupCallsign()

protected void AssignGroupCallsign ( )

Definition at line 480 of file SCR_CallsignGroupComponent.c.

◆ AssignPlayerCallsign()

protected void AssignPlayerCallsign ( int  playerID,
int  characterCallsign = -1 
)

Definition at line 147 of file SCR_CallsignGroupComponent.c.

◆ FactionInit()

void FactionInit ( Faction  faction,
bool  isFactionChange = false 
)

On Group init and faction change

Parameters
[in]faction
[in]isFactionChange

Definition at line 510 of file SCR_CallsignGroupComponent.c.

◆ GetCallsignIndexes()

override bool GetCallsignIndexes ( out int  companyIndex,
out int  platoonIndex,
out int  squadIndex,
out int  characterNumber = -1,
out ERoleCallsign  characterRole = ERoleCallsign.NONE 
)

Definition at line 459 of file SCR_CallsignGroupComponent.c.

◆ GetCallsignNames()

override bool GetCallsignNames ( out string  company,
out string  platoon,
out string  squad,
out string  character,
out string  format 
)

Definition at line 430 of file SCR_CallsignGroupComponent.c.

◆ InitOnServer()

override void InitOnServer ( IEntity  owner)

Definition at line 33 of file SCR_CallsignGroupComponent.c.

◆ IsUniqueRoleInUse()

bool IsUniqueRoleInUse ( int  roleToCheck)

Check if unique role is in use by Players or AI in group None Unique roles are not checked Will always check Master if group is slave

Parameters
roleToCheckRole to check if it is in use
Returns
true if the role is in use

Definition at line 210 of file SCR_CallsignGroupComponent.c.

◆ MakeAIRoleAvailable()

protected void MakeAIRoleAvailable ( int  roleIndex)

Definition at line 363 of file SCR_CallsignGroupComponent.c.

◆ OnAIAddedToGroup()

protected void OnAIAddedToGroup ( notnull AIAgent  character)

Definition at line 282 of file SCR_CallsignGroupComponent.c.

◆ OnAILeaderAssigned()

protected void OnAILeaderAssigned ( AIAgent  currentLeader,
AIAgent  prevLeader 
)

Definition at line 231 of file SCR_CallsignGroupComponent.c.

◆ OnAIRemovedFromGroup()

protected void OnAIRemovedFromGroup ( SCR_AIGroup  group,
AIAgent  character 
)

Definition at line 302 of file SCR_CallsignGroupComponent.c.

◆ OnFactionChanged()

protected void OnFactionChanged ( Faction  faction)

Definition at line 599 of file SCR_CallsignGroupComponent.c.

◆ OnPlayerAddedToGroup()

protected void OnPlayerAddedToGroup ( SCR_AIGroup  aiGroup,
int  playerID 
)

Definition at line 80 of file SCR_CallsignGroupComponent.c.

◆ OnPlayerLeaderAssigned()

protected void OnPlayerLeaderAssigned ( int  groupID,
int  playerID 
)

Definition at line 123 of file SCR_CallsignGroupComponent.c.

◆ OnPlayerRemovedFromGroup()

protected void OnPlayerRemovedFromGroup ( SCR_AIGroup  aiGroup,
int  playerID 
)

Definition at line 96 of file SCR_CallsignGroupComponent.c.

◆ ReplaceAILeaderRole()

protected void ReplaceAILeaderRole ( AIAgent  currentLeader,
AIAgent  prevLeader 
)

Definition at line 255 of file SCR_CallsignGroupComponent.c.

◆ RplLoad()

override bool RplLoad ( ScriptBitReader  reader)

Definition at line 615 of file SCR_CallsignGroupComponent.c.

◆ RplSave()

override bool RplSave ( ScriptBitWriter  writer)

Definition at line 605 of file SCR_CallsignGroupComponent.c.

◆ UpdateAllCharacterRoleCallsigns()

protected void UpdateAllCharacterRoleCallsigns ( )

Definition at line 179 of file SCR_CallsignGroupComponent.c.

◆ UpdatePlayerRoles()

protected void UpdatePlayerRoles ( )

Definition at line 136 of file SCR_CallsignGroupComponent.c.

◆ ~SCR_CallsignGroupComponent()

void ~SCR_CallsignGroupComponent ( )

Definition at line 630 of file SCR_CallsignGroupComponent.c.

Variable Documentation

◆ iLEADER_ROLE_CHARACTER_CALLSIGN

const protected int iLEADER_ROLE_CHARACTER_CALLSIGN = 1

Definition at line 13 of file SCR_CallsignGroupComponent.c.

◆ m_bGroupInitCalled

SCR_CallsignGroupComponentClass m_bGroupInitCalled

Component of assigning and storing squad names.

◆ m_Group

protected SCR_AIGroup m_Group

Definition at line 10 of file SCR_CallsignGroupComponent.c.

◆ m_mAICallsigns

protected ref map<int, AIAgent> m_mAICallsigns = new map<int, AIAgent>()

Keeps track of AI callsigns in group.

Definition at line 16 of file SCR_CallsignGroupComponent.c.

◆ m_mAIRoleCallsigns

protected ref map<int, AIAgent> m_mAIRoleCallsigns = new map<int, AIAgent>()

Keeps track of specific AI role callsigns in group.

Definition at line 19 of file SCR_CallsignGroupComponent.c.

◆ m_MasterGroup

protected SCR_AIGroup m_MasterGroup

Definition at line 28 of file SCR_CallsignGroupComponent.c.

◆ m_MasterGroupCallsignComponent

protected SCR_CallsignGroupComponent m_MasterGroupCallsignComponent

Definition at line 29 of file SCR_CallsignGroupComponent.c.

◆ m_mPlayerCallsigns

protected ref map<int, int> m_mPlayerCallsigns = new map<int, int>()

Keeps track of player callsigns in group <Callsign, PlayerID>. Player callsigns never change.

Definition at line 22 of file SCR_CallsignGroupComponent.c.

◆ m_mPlayerRoleCallsigns

protected ref map<int, int> m_mPlayerRoleCallsigns = new map<int, int>()

Keeps track of specific AI role callsigns in group. map<RoleID, PlayerID>

Definition at line 25 of file SCR_CallsignGroupComponent.c.