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SCR_CanCharacterLeaveLadderCondition.c
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1 //------------------------------------------------------------------------------------------------
6 {
7  /*
8  [Attribute("0")]
9  protected bool m_bIsAvailableInVehicle;
10  */
11 
12  //------------------------------------------------------------------------------------------------
13  override bool IsAvailable(SCR_AvailableActionsConditionData data)
14  {
15  if (!data)
16  return false;
17 
18  CharacterAnimationComponent animComp = data.GetAnimationComponent();
19  if (!animComp)
20  return false;
21  // Command ladder is present only when character is using ladder
22  CharacterCommandLadder ladderCMD = animComp.GetCommandHandler().GetCommandLadder();
23  if (!ladderCMD)
24  return false;
25  int lrExitState = ladderCMD.CanExitLR();
26  // TODO: once we can differentiate between left and right filter, we should diffrentiate the result ( now it shows A/D to Leave ladder )
27  if (lrExitState & 0x1 || lrExitState & 0x2)
28  {
29  //Print("Can exit right");
30  return GetReturnResult(true);
31  }
32 
33  return GetReturnResult(false);
34  }
35 };
SCR_AvailableActionsConditionData
Definition: SCR_AvailableActionsConditionData.c:5
SCR_AvailableActionCondition
A single available action condition representation.
Definition: SCR_AvailableActionsCondition.c:3
SCR_CanCharacterLeaveLadderCondition
Definition: SCR_CanCharacterLeaveLadderCondition.c:5
data
Get all prefabs that have the spawner data
Definition: SCR_EntityCatalogManagerComponent.c:305
CharacterCommandLadder
Definition: CharacterCommandLadder.c:12
BaseContainerProps
SCR_AIGoalReaction_Follow BaseContainerProps
Handles insects that are supposed to be spawned around selected prefabs defined in prefab names array...
Definition: SCR_AIGoalReaction.c:468