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SCR_CampaignSoundComponent.c
Go to the documentation of this file.
1
[
ComponentEditorProps
(
category
:
"GameScripted/Sound"
, description:
"Component is active only in conflict mode"
)]
2
class
SCR_CampaignSoundComponentClass
:
SoundComponentClass
3
{
4
}
5
6
class
SCR_CampaignSoundComponent
:
SoundComponent
7
{
8
//------------------------------------------------------------------------------------------------
9
override
void
OnInit
(
IEntity
owner)
10
{
11
super.
OnInit
(owner);
12
13
BaseGameMode gameMode =
GetGame
().GetGameMode();
14
if
(!gameMode ||
SCR_GameModeEditor
.Cast(gameMode))
15
EnableDynamicSimulation(
false
);
16
}
17
18
//------------------------------------------------------------------------------------------------
19
// constructor
23
void
SCR_CampaignSoundComponent
(
IEntityComponentSource
src,
IEntity
ent,
IEntity
parent)
24
{
25
SetScriptedMethodsCall(
true
);
26
}
27
}
GetGame
ArmaReforgerScripted GetGame()
Definition
game.c:1398
ComponentEditorProps
enum EAIGroupCombatMode ComponentEditorProps(category:"GameScripted/AI", description:"Component for utility AI system for groups")
Definition
SCR_AIGroupUtilityComponent.c:12
SCR_CampaignSoundComponent
void SCR_CampaignSoundComponent(IEntityComponentSource src, IEntity ent, IEntity parent)
Definition
SCR_CampaignSoundComponent.c:23
category
params category
Definition
SCR_VehicleDamageManagerComponent.c:302
IEntityComponentSource
Definition
IEntityComponentSource.c:13
IEntity
Definition
IEntity.c:13
SCR_CampaignSoundComponentClass
Definition
SCR_CampaignSoundComponent.c:3
SCR_GameModeEditor
Definition
SCR_GameModeEditor.c:8
SndComponent::OnInit
void OnInit(IEntity owner)
SoundComponentClass
Definition
SoundComponentClass.c:13
SoundComponent
Definition
SoundComponent.c:13
OnInit
@ OnInit
Definition
SndComponentCallbacks.c:17
scripts
Game
Components
SCR_CampaignSoundComponent.c
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