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SCR_DetonatorHasConnectedChargesCondition.c
Go to the documentation of this file.
1
[
BaseContainerProps
()]
2
class
SCR_DetonatorHasConnectedChargesCondition
:
SCR_AvailableActionCondition
3
{
4
//------------------------------------------------------------------------------------------------
7
override
bool
IsAvailable(notnull
SCR_AvailableActionsConditionData
data
)
8
{
9
SCR_GadgetComponent gadgetComp =
data
.GetHeldGadgetComponent();
10
if
(!gadgetComp)
11
return
GetReturnResult
(
false
);
12
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if
(gadgetComp.GetType() != EGadgetType.DETONATOR)
14
return
GetReturnResult
(
false
);
15
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SCR_DetonatorGadgetComponent detonatorComp = SCR_DetonatorGadgetComponent.Cast(gadgetComp);
17
if
(!detonatorComp)
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return
GetReturnResult
(
false
);
19
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return
GetReturnResult
(detonatorComp.GetNumberOfConnectedCharges() > 0);
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}
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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_DetonatorHasConnectedChargesCondition
Definition
SCR_DetonatorHasConnectedChargesCondition.c:3
scripts
Game
UI
HUD
AvailableActions
Conditions
Game
Character
SCR_DetonatorHasConnectedChargesCondition.c
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