Arma Reforger Explorer
1.1.0.42
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
SCR_WeaponBipodCondition.c
Go to the documentation of this file.
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//------------------------------------------------------------------------------------------------
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[
BaseContainerProps
()]
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class
SCR_WeaponBipodCondition
:
SCR_AvailableActionCondition
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{
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[
Attribute
(
"true"
, uiwidget: UIWidgets.CheckBox,
"True = unfolded, False = folded"
)]
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protected
bool
m_bBipodState;
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//------------------------------------------------------------------------------------------------
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override
bool
IsAvailable(
SCR_AvailableActionsConditionData
data
)
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{
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if
(!
data
)
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return
false
;
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// Only evaluate weapons equipped with bipod
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BaseWeaponComponent
weapon =
data
.GetCurrentWeapon();
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if
(!weapon || !weapon.HasBipod())
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return
false
;
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return
GetReturnResult(weapon.GetBipod() == m_bBipodState);
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}
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};
SCR_AvailableActionsConditionData
Definition:
SCR_AvailableActionsConditionData.c:5
SCR_AvailableActionCondition
A single available action condition representation.
Definition:
SCR_AvailableActionsCondition.c:3
Attribute
typedef Attribute
Post-process effect of scripted camera.
BaseWeaponComponent
Definition:
BaseWeaponComponent.c:12
data
Get all prefabs that have the spawner data
Definition:
SCR_EntityCatalogManagerComponent.c:305
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_WeaponBipodCondition
Returns true if weapon has loaded magazine.
Definition:
SCR_WeaponBipodCondition.c:4
scripts_Arma_Reforger_v1.1.0.42
scripts
Game
UI
HUD
AvailableActions
Conditions
Game
Weapon
SCR_WeaponBipodCondition.c
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1.8.17