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SCR_BaseDamageAreaShape.c
Go to the documentation of this file.
1
class
SCR_BaseDamageAreaShape
:
BaseDamageAreaShape
2
{
3
#ifdef ENABLE_DIAG
4
//------------------------------------------------------------------------------------------------
12
bool
_WB_OnKeyChanged
(
IEntity
owner,
BaseContainer
src,
string
key,
BaseContainerList
ownerContainers,
IEntity
parent);
13
14
//------------------------------------------------------------------------------------------------
19
void
DrawDebug
(
IEntity
owner, inout
SCR_DebugShapeManager
shapeMgr,
bool
runtime =
false
);
20
21
//------------------------------------------------------------------------------------------------
28
bool
OptimizeShape(notnull
IEntitySource
ownerSource, inout notnull
WorldEditorAPI
api, notnull array<ref ContainerIdPathEntry> shapePath, out
vector
offset);
29
#endif
30
31
//------------------------------------------------------------------------------------------------
34
void
Init
(
IEntity
owner);
35
}
Init
override void Init()
Definition
CharacterCameraHandlerComponent.c:40
DrawDebug
void DrawDebug()
Definition
SCR_AIGroupCohesionComponent.c:84
_WB_OnKeyChanged
override bool _WB_OnKeyChanged(IEntity owner, BaseContainer src, string key, BaseContainerList ownerContainers, IEntity parent)
Any property value has been changed. You can use editor API here and do some additional edit actions ...
Definition
SCR_DebugShapeHelperComponent.c:396
BaseContainer
Definition
BaseContainer.c:13
BaseContainerList
Definition
BaseContainerList.c:13
BaseDamageAreaShape
Definition
BaseDamageAreaShape.c:13
IEntity
Definition
IEntity.c:13
IEntitySource
Definition
IEntitySource.c:13
SCR_BaseDamageAreaShape
Definition
SCR_BaseDamageAreaShape.c:2
SCR_DebugShapeManager
Definition
SCR_DebugShapeManager.c:2
WorldEditorAPI
Definition
WorldEditorAPI.c:13
vector
Definition
vector.c:13
scripts
Game
Damage
DamageAreas
Shapes
SCR_BaseDamageAreaShape.c
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