Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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SCR_BaseTriggerEntity.c
Go to the documentation of this file.
1[EntityEditorProps(category: "GameScripted/Triggers", description: "")]
5
7class SCR_BaseTriggerEntity : ScriptedGameTriggerEntity
8{
9 protected ref ScriptInvoker m_OnActivate = new ScriptInvoker(); // TODO: ScriptInvokerEntity
10 protected ref ScriptInvoker m_OnDeactivate = new ScriptInvoker(); // TODO: ScriptInvokerVoid
11
12 protected bool IsAlive(IEntity entity)
13 {
14 SCR_DamageManagerComponent damageManager = SCR_DamageManagerComponent.GetDamageManager(entity);
15 if (damageManager)
16 return damageManager.GetState() != EDamageState.DESTROYED;
17 else
18 return true;
19 }
20
21 //------------------------------------------------------------------------------------------------
27 //------------------------------------------------------------------------------------------------
33
34 //------------------------------------------------------------------------------------------------
35 override protected event void OnActivate(IEntity ent)
36 {
37 m_OnActivate.Invoke(ent);
38 }
39
40 //------------------------------------------------------------------------------------------------
41 override protected event void OnDeactivate(IEntity ent)
42 {
43 m_OnDeactivate.Invoke();
44 }
45}
SCR_BaseTriggerEntityClass m_OnActivate
Basic scripted trigger which offers external invoekrs for major events like activation or deactivatio...
ref ScriptInvoker m_OnDeactivate
override void OnDeactivate()
override void OnActivate()
enum SCR_ECompassType EntityEditorProps(category:"GameScripted/Gadgets", description:"Compass", color:"0 0 255 255")
Prefab data class for compass component.
override ScriptInvoker GetOnActivate()
override ScriptInvoker GetOnDeactivate()
EDamageState
ScriptInvokerBase< func > ScriptInvoker
Definition tools.c:134