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SCR_PlayerCallsignData.c
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1 
5 {
6  protected int m_iCompanyIndex = -1;
7  protected int m_iPlatoonIndex = -1;
8  protected int m_iSquadIndex = -1;
9  protected int m_iCharacterNumber = -1;
10  protected ERoleCallsign m_eCharacterRole = ERoleCallsign.NONE;
11 
21  void SetPlayerCallsignIndexes(int company, int platoon, int squad, int character, ERoleCallsign role)
22  {
23  m_iCompanyIndex = company;
24  m_iPlatoonIndex = platoon;
25  m_iSquadIndex = squad;
26  m_iCharacterNumber = character;
27  m_eCharacterRole = role;
28  }
29 
39  bool GetPlayerCallsignIndexes(out int company, out int platoon, out int squad, out int character, out ERoleCallsign role)
40  {
41  company = m_iCompanyIndex;
42  platoon = m_iPlatoonIndex;
43  squad = m_iSquadIndex;
44  character = m_iCharacterNumber;
45  role = m_eCharacterRole;
46 
47  return m_iCompanyIndex >= 0;
48  }
49 
55  /*void SCR_PlayerCallsignData(Faction faction, SCR_CallsignManagerComponent callsignManager)
56  {
57  SetPlayerCallsign(faction, callsignManager);
58  }
59 
65  /*void SetPlayerCallsign(Faction faction, SCR_CallsignManagerComponent callsignManager)
66  {
67  MakePlayerCallsignAvailible(callsignManager);
68 
69  m_Faction = faction;
70  callsignManager.AssignCallGroupCallsign(faction, null, m_iCompanyIndex, m_iPlatoonIndex, m_iSquadIndex);
71  }
72 
78  /*void RandomizeCallsign(Faction faction, SCR_CallsignManagerComponent callsignManager)
79  {
80  MakePlayerCallsignAvailible(callsignManager);
81 
82  m_Faction = faction;
83  callsignManager.AssignRandomGroupCallsigns(faction, m_iCompanyIndex, m_iPlatoonIndex, m_iSquadIndex);
84  }
85 
90  /*void MakePlayerCallsignAvailible(SCR_CallsignManagerComponent callsignManager)
91  {
92  if (m_Faction && m_iCompanyIndex >= 0)
93  callsignManager.MakeGroupCallsignAvailible(m_Faction, m_iCompanyIndex, m_iPlatoonIndex, m_iSquadIndex);
94  }*/
95 
96 
97 };
SCR_PlayerCallsignData
Definition: SCR_PlayerCallsignData.c:4
ERoleCallsign
ERoleCallsign
Definition: ERoleCallsign.c:4