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SCR_CanChangeTurretFireModeCondition.c
Go to the documentation of this file.
1
[
BaseContainerProps
()]
2
class
SCR_CanChangeTurretFireModeCondition
:
SCR_AvailableActionCondition
3
{
4
[
Attribute
(
SCR_EFireModeChange
.WEAPON_GROUP.ToString(),
desc
:
"Dictates what should be checked for avialable"
, uiwidget:
UIWidgets
.ComboBox, enumType:
SCR_EFireModeChange
)]
5
protected
SCR_EFireModeChange
m_eCheckAvailable
;
6
7
//------------------------------------------------------------------------------------------------
9
override
bool
IsAvailable
(notnull
SCR_AvailableActionsConditionData
data
)
10
{
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ChimeraCharacter
character =
data
.GetCharacter();
12
if
(!character)
13
return
false
;
14
15
SCR_CompartmentAccessComponent
compartmentAccessComponent =
SCR_CompartmentAccessComponent
.Cast(character.GetCompartmentAccessComponent());
16
if
(!compartmentAccessComponent)
17
return
false
;
18
19
if
(compartmentAccessComponent.IsGettingOut() || compartmentAccessComponent.IsGettingOut())
20
return
false
;
21
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SCR_FireModeManagerComponent fireModeMgr = compartmentAccessComponent.
GetControlledFireModeManager
();
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if
(!fireModeMgr)
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return
false
;
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int
availableOptions;
27
switch
(
m_eCheckAvailable
)
28
{
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case
SCR_EFireModeChange
.WEAPON_GROUP:
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availableOptions = fireModeMgr.GetNumberOfAvailableWeaponGroups();
31
break
;
32
33
case
SCR_EFireModeChange
.FIRE_MODE:
34
availableOptions = fireModeMgr.GetNumberOfAvailableFireModes();
35
break
;
36
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case
SCR_EFireModeChange
.RIPPLE_QUANTITY:
38
availableOptions = fireModeMgr.GetNumberOfAvailableRippleQuantities();
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break
;
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}
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return
GetReturnResult
(availableOptions > 1);
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}
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}
BaseContainerProps
SCR_AIAnimation_Loitering BaseContainerProps
Commanding menu commanding element class.
Definition
SCR_AIAnimationWaypoint.c:14
SCR_EFireModeChange
SCR_EFireModeChange
Definition
SCR_EFireModeChange.c:2
data
Get all prefabs that have the spawner data
Definition
SCR_EntityCatalogManagerComponent.c:320
desc
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Definition
SCR_RespawnBriefingComponent.c:17
ChimeraCharacter
Definition
ChimeraCharacter.c:13
SCR_AvailableActionCondition
A single available action condition representation.
Definition
SCR_AvailableActionCondition.c:4
SCR_AvailableActionCondition::GetReturnResult
bool GetReturnResult(bool desiredResult)
Definition
SCR_AvailableActionCondition.c:22
SCR_AvailableActionsConditionData
Definition
SCR_AvailableActionsConditionData.c:6
SCR_CanChangeTurretFireModeCondition
Definition
SCR_CanChangeTurretFireModeCondition.c:3
SCR_CanChangeTurretFireModeCondition::IsAvailable
override bool IsAvailable(notnull SCR_AvailableActionsConditionData data)
Return true if character is in ADS of current controlled vehicle turret.
Definition
SCR_CanChangeTurretFireModeCondition.c:9
SCR_CanChangeTurretFireModeCondition::m_eCheckAvailable
SCR_EFireModeChange m_eCheckAvailable
Definition
SCR_CanChangeTurretFireModeCondition.c:5
SCR_CompartmentAccessComponent
Definition
SCR_CompartmentAccessComponent.c:16
SCR_CompartmentAccessComponent::GetControlledFireModeManager
SCR_FireModeManagerComponent GetControlledFireModeManager()
Definition
SCR_CompartmentAccessComponent.c:148
UIWidgets
Definition
attributes.c:40
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
scripts
Game
UI
HUD
AvailableActions
Conditions
Game
Weapon
SCR_CanChangeTurretFireModeCondition.c
Generated by
1.17.0