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SCR_SetTaskCompletionAutomaticEditorAttribute.c
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1 //
4 {
5  override SCR_BaseEditorAttributeVar ReadVariable(Managed item, SCR_AttributesManagerEditorComponent manager)
6  {
8  if (task && task.GetTaskCompletionType() != EEditorTaskCompletionType.ALWAYS_MANUAL)
9  return SCR_BaseEditorAttributeVar.CreateBool(task.GetTaskCompletionType() == EEditorTaskCompletionType.AUTOMATIC);
10  else
11  return null;
12  }
13 
14  override void WriteVariable(Managed item, SCR_BaseEditorAttributeVar var, SCR_AttributesManagerEditorComponent manager, int playerID)
15  {
16  if (!var)
17  return;
18 
20 
21  if (var.GetBool())
22  task.SetTaskCompletionType(EEditorTaskCompletionType.AUTOMATIC);
23  else
24  task.SetTaskCompletionType(EEditorTaskCompletionType.MANUAL);
25  }
26 };
SCR_BaseEditorAttributeCustomTitle
Definition: SCR_BaseEditorAttribute.c:868
SCR_BaseEditorAttributeVar
Definition: SCR_BaseEditorAttributeVar.c:1
SCR_BaseEditorAttribute
Base Attribute Script for other attributes to inherent from to get and set varriables in Editor Attri...
Definition: SCR_BaseEditorAttribute.c:3
EEditorTaskCompletionType
EEditorTaskCompletionType
Way of determening if a task is completed automaticly, manually or always manually (In the latter cas...
Definition: EEditorTaskCompletionType.c:2
SCR_EditableTaskComponent
void SCR_EditableTaskComponent(IEntityComponentSource src, IEntity ent, IEntity parent)
Definition: SCR_EditableTaskComponent.c:223
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
SCR_SetTaskCompletionAutomaticEditorAttribute
Definition: SCR_SetTaskCompletionAutomaticEditorAttribute.c:3