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SCR_CampaignPackMobileAssemblyUserAction.c
Go to the documentation of this file.
1
class
SCR_CampaignPackMobileAssemblyUserAction
:
SCR_CampaignDeployMobileAssemblyUserAction
2
{
3
//------------------------------------------------------------------------------------------------
4
override
bool
CanBeShownScript(
IEntity
user)
5
{
6
if
(!
m_AssemblyComponent
)
7
return
false
;
8
9
return
m_AssemblyComponent
.IsDeployed();
10
}
11
12
//------------------------------------------------------------------------------------------------
13
override
bool
CanBePerformedScript(
IEntity
user)
14
{
15
return
true
;
16
}
17
18
//------------------------------------------------------------------------------------------------
19
override
void
PerformAction
(
IEntity
pOwnerEntity,
IEntity
pUserEntity)
20
{
21
int
playerId =
GetGame
().GetPlayerManager().GetPlayerIdFromControlledEntity(pUserEntity);
22
m_AssemblyComponent
.Deploy(
SCR_EMobileAssemblyStatus
.DISMANTLED, playerId);
23
}
24
25
//------------------------------------------------------------------------------------------------
26
override
bool
GetActionNameScript(out
string
outName)
27
{
28
if
(!
m_AssemblyComponent
)
29
return
false
;
30
31
SCR_GameModeCampaign
campaign =
SCR_GameModeCampaign
.GetInstance();
32
33
if
(!campaign)
34
return
false
;
35
36
if
(
SCR_FactionManager
.SGetLocalPlayerFaction() !=
m_AssemblyComponent
.GetAffiliatedFaction())
37
return
false
;
38
39
SCR_SpawnPoint
spawnpoint =
m_AssemblyComponent
.GetSpawnPoint();
40
41
if
(!spawnpoint)
42
return
false
;
43
44
SCR_CoverageRadioComponent radio = SCR_CoverageRadioComponent.Cast(spawnpoint.FindComponent(SCR_CoverageRadioComponent));
45
46
if
(!radio)
47
return
false
;
48
49
int
basesCovered;
50
string
encryption = radio.GetEncryptionKey();
51
array<SCR_CoverageRadioComponent> radiosCovered = {};
52
radio.GetRadiosInRange(radiosCovered);
53
54
foreach
(SCR_CoverageRadioComponent radioCovered : radiosCovered)
55
{
56
if
(!radioCovered.IsSource() && radioCovered.GetRadiosInRangeOfCount(encryption) == 1)
57
basesCovered++;
58
}
59
60
if
(basesCovered == 0)
61
return
false
;
62
63
ActionNameParams
[0] = basesCovered.ToString();
64
outName =
"#AR-Campaign_Action_Dismantle_BasesInfo-UC"
;
65
return
true
;
66
}
67
};
GetGame
ArmaReforgerScripted GetGame()
Definition
game.c:1398
SCR_EMobileAssemblyStatus
SCR_EMobileAssemblyStatus
Definition
SCR_CampaignMobileAssemblyComponent.c:342
SCR_FactionManager
void SCR_FactionManager(IEntitySource src, IEntity parent)
Definition
SCR_FactionManager.c:498
SCR_GameModeCampaign
void SCR_GameModeCampaign(IEntitySource src, IEntity parent)
Definition
SCR_GameModeCampaign.c:1812
BaseUserAction::ActionNameParams
string ActionNameParams[9]
Can be filled in scripts to be used as params when name is being formatted when displayed in UI.
Definition
BaseUserAction.c:34
IEntity
Definition
IEntity.c:13
SCR_CampaignDeployMobileAssemblyUserAction
Definition
SCR_CampaignDeployMobileAssemblyUserAction.c:2
SCR_CampaignDeployMobileAssemblyUserAction::m_AssemblyComponent
SCR_CampaignMobileAssemblyComponent m_AssemblyComponent
Definition
SCR_CampaignDeployMobileAssemblyUserAction.c:4
SCR_CampaignPackMobileAssemblyUserAction
Definition
SCR_CampaignPackMobileAssemblyUserAction.c:2
SCR_SpawnPoint
Spawn point entity defines positions on which players can possibly spawn.
Definition
SCR_SpawnPoint.c:28
PerformAction
@ PerformAction
Definition
EUserActionEvent.c:15
scripts
Game
UserActions
SCR_CampaignPackMobileAssemblyUserAction.c
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