1 #define ENABLE_BASE_DESTRUCTION
2 [
EntityEditorProps(
category:
"GameScripted/Campaign", description:
"This component handles a destruction of entity in composition and how it affects composition operability.")]
10 [
Attribute(
"50", UIWidgets.Slider,
"How much of service operability this entity represents",
"0 100 1")]
11 protected int m_iEntityOperabilityPart;
14 [
Attribute(
"50", UIWidgets.Slider,
"Cost of repair",
"0 1000 1")]
21 private static const int INITIAL_STATE = 0;
26 SetEventMask(owner, EntityEvent.INIT);
32 m_DestMultiComp = SCR_DestructionMultiPhaseComponent.Cast(owner.FindComponent(SCR_DestructionMultiPhaseComponent));
35 #ifdef ENABLE_BASE_DESTRUCTION
43 m_ServiceCompositionComp = SCR_CampaignServiceCompositionComponent.Cast(parentComp.FindComponent(SCR_CampaignServiceCompositionComponent));
44 m_RplComponent = RplComponent.Cast(parentComp.FindComponent(RplComponent));
45 ClearEventMask(owner, EntityEvent.INIT);
58 #ifdef ENABLE_BASE_DESTRUCTION
68 #ifdef ENABLE_BASE_DESTRUCTION