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SCR_CommandMenuSelectedCondition.c
Go to the documentation of this file.
1
[
BaseContainerProps
()]
2
class
SCR_CommandMenuSelectedCondition
:
SCR_AvailableActionCondition
3
{
4
protected
SCR_PlayerControllerCommandingComponent
m_CommandingComponent
;
5
6
//------------------------------------------------------------------------------------------------
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override
bool
IsAvailable
(notnull
SCR_AvailableActionsConditionData
data
)
8
{
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if
(!
m_CommandingComponent
)
10
{
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m_CommandingComponent
= SCR_PlayerControllerCommandingComponent.GetLocalPlayerControllerCommandingComponent();
12
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if
(!
m_CommandingComponent
)
14
return
GetReturnResult
(
false
);
15
}
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return
GetReturnResult
(
m_CommandingComponent
.IsCommandSelected());
18
}
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}
BaseContainerProps
SCR_AIAnimation_Loitering BaseContainerProps
Commanding menu commanding element class.
Definition
SCR_AIAnimationWaypoint.c:14
data
Get all prefabs that have the spawner data
Definition
SCR_EntityCatalogManagerComponent.c:320
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_CommandMenuSelectedCondition
Definition
SCR_CommandMenuSelectedCondition.c:3
SCR_CommandMenuSelectedCondition::m_CommandingComponent
SCR_PlayerControllerCommandingComponent m_CommandingComponent
Definition
SCR_CommandMenuSelectedCondition.c:4
SCR_CommandMenuSelectedCondition::IsAvailable
override bool IsAvailable(notnull SCR_AvailableActionsConditionData data)
Definition
SCR_CommandMenuSelectedCondition.c:7
scripts
Game
UI
HUD
AvailableActions
Conditions
Game
Command
SCR_CommandMenuSelectedCondition.c
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