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SCR_GameCoreBase.c
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1 
44 class SCR_GameCoreBase
45 {
46  [Attribute(defvalue: "1", desc: "When disabled, the core will not be initialized upon start of the game.")]
47  private bool m_bEnabled;
48 
49  [Attribute(desc: "Core processing priority. Higher value = higher priority")]
50  private int m_iPriority;
51 
52  //------------------------------------------------------------------------------------------------
54  void OnAfterInit();
55 
56  //------------------------------------------------------------------------------------------------
58  void OnGameStart();
59 
60  //------------------------------------------------------------------------------------------------
62  void OnWorldPostProcess(World world);
63 
64  //------------------------------------------------------------------------------------------------
67  void OnUpdate(float timeSlice);
68 
69  //------------------------------------------------------------------------------------------------
71  void OnGameEnd();
72 
73  //------------------------------------------------------------------------------------------------
76  int GetPriority()
77  {
78  return m_iPriority;
79  }
80 
81  //------------------------------------------------------------------------------------------------
84  bool IsEnabled()
85  {
86  return m_bEnabled;
87  }
88 
89  //------------------------------------------------------------------------------------------------
93  bool CanCreate()
94  {
95  return true;
96  }
97 
98  //---
106  static SCR_GameCoreBase GetInstance(typename type)
107  {
108  return SCR_GameCoresManager.GetCore(type);
109  }
110 }
OnGameEnd
override void OnGameEnd()
When game shuts down, store the profile of every player who hasn't disconnected yet.
Definition: SCR_DataCollectorComponent.c:165
GetInstance
SCR_TextsTaskManagerComponentClass ScriptComponentClass GetInstance()
Definition: SCR_TextsTaskManagerComponent.c:50
SCR_GameCoresManager
Definition: SCR_GameCoresManager.c:8
desc
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Definition: SCR_RespawnBriefingComponent.c:17
OnUpdate
override void OnUpdate(BaseWorld world, float timeslice)
Definition: game.c:910
GetPriority
int GetPriority()
Definition: SCR_BaseManualCameraComponent.c:107
OnAfterInit
override void OnAfterInit(BaseWorld world)
Definition: game.c:602
Attribute
typedef Attribute
Post-process effect of scripted camera.
OnWorldPostProcess
override void OnWorldPostProcess(World world)
Definition: SCR_TimeAndWeatherHandlerComponent.c:166
IsEnabled
int IsEnabled()
Definition: SCR_BaseManualCameraComponent.c:99
OnGameStart
override bool OnGameStart()
Gets called after world is initialized but before first ticks.
Definition: game.c:621
type
EDamageType type
Definition: SCR_DestructibleTreeV2.c:32
m_bEnabled
private bool m_bEnabled
Definition: SCR_BaseManualCameraComponent.c:3
m_iPriority
int m_iPriority
Definition: SCR_AITalkRequest.c:28
CanCreate
bool CanCreate(out ENotification outNotification=-1, out SCR_EPreviewState previewStateToShow=SCR_EPreviewState.PLACEABLE)
Check the preview position. Is suitable to build the composition here?
Definition: SCR_CampaignBuildingPlacingObstructionEditorComponent.c:228
BaseContainerProps
SCR_AIGoalReaction_Follow BaseContainerProps
Handles insects that are supposed to be spawned around selected prefabs defined in prefab names array...
Definition: SCR_AIGoalReaction.c:468