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SCR_EditableVehicleComponent.c File Reference

Go to the source code of this file.

Classes

class  SCR_EditableVehicleComponentClass

Functions

int GetPlayerCountInVehicle ()
void OnFactionUpdate (FactionAffiliationComponent owner, Faction previousFaction, Faction newFaction)
void OnDestroyed (IEntity owner)
override Faction GetFaction ()
override ScriptInvoker GetOnUIRefresh ()
override SCR_EditableEntityComponent GetAIGroup ()
override SCR_EditableEntityComponent GetAIEntity ()
override int GetPlayerID ()
void UpdatePlayerCountInVehicle ()
override int GetCrew (out notnull array< CompartmentAccessComponent > crewCompartmentAccess, bool ignorePlayers=true)
void PlayerTeleportedFeedback ()
 Add feedback to players that they are teleported when inside of the vehicle.
override bool SetTransform (vector transform[4], bool changedByUser=false)
bool CanOccupyVehicleWithCharacters (array< ECompartmentType > compartmentTypes, bool checkHasDefaultOccupantsData, int playerID, bool checkEditorBudget=true, bool checkOccupyingFaction=true, bool checkForFreeCompartments=true, bool checkForFreeDefaultCompartments=false)
bool HasEnoughBudgetForDefaultOccupants (array< ECompartmentType > compartmentTypes, int playerID, EEditorMode editorMode, out bool noFreeDefaultCompartments)
void OccupyVehicleWithDefaultCharacters (notnull array< ECompartmentType > compartmentTypes)
SCR_BaseCompartmentManagerComponent GetCompartmentManager ()
override SCR_EditableEntityComponent EOnEditorPlace (out SCR_EditableEntityComponent parent, SCR_EditableEntityComponent recipient, EEditorPlacingFlags flags, bool isQueue, int playerID=0)
override void EOnPhysicsActive (IEntity owner, bool activeState)
override void OnPostInit (IEntity owner)
 Editable Mine.
void ~SCR_EditableVehicleComponent ()

Variables

SCR_EditableVehicleComponentClass m_CompartmentManager
 Special configuration for editable wehicle.
SCR_VehicleFactionAffiliationComponent m_VehicleFactionAffiliation
ref ScriptInvoker m_OnUIRefresh
int m_iPlayersInVehicle

Function Documentation

◆ CanOccupyVehicleWithCharacters()

bool CanOccupyVehicleWithCharacters ( array< ECompartmentType > compartmentTypes,
bool checkHasDefaultOccupantsData,
int playerID,
bool checkEditorBudget = true,
bool checkOccupyingFaction = true,
bool checkForFreeCompartments = true,
bool checkForFreeDefaultCompartments = false )
protected

Check if vehicle can spawn characters (Of vehicle Faction) in the vehicle. Cannot spawn characters in vehicle if occupied by another faction that is hostile

Parameters
[in]compartmentTypesGiven compartment types that need to be checked if can be filled.
[in]checkHasDefaultOccupantsData
[in]playerIDIf server player ID must be given of the player that wans to check if can occupy, if client no ID needs to be given
[in]checkEditorBudgetIf true will check if characters to spawn are within budget. Function will return false if there isn't enough budget
[in]checkOccupyingFactionIf true function will check if the faction of the vehicle is null (empty) or the same/friendly to the static faction as given in the editableUIInfo. Function will return false if faction is hostile or neutral
[in]checkForFreeCompartmentsIf true will check if there are compartments free for the given compartments types. Function will return false if there are no free compartments of given type
[in]checkForFreeDefaultCompartments
Returns
Will return true if a character can be spawned in at least one compartment

Definition at line 231 of file SCR_EditableVehicleComponent.c.

◆ EOnEditorPlace()

override SCR_EditableEntityComponent EOnEditorPlace ( out SCR_EditableEntityComponent parent,
SCR_EditableEntityComponent recipient,
EEditorPlacingFlags flags,
bool isQueue,
int playerID = 0 )
protected

Definition at line 338 of file SCR_EditableVehicleComponent.c.

◆ EOnPhysicsActive()

override void EOnPhysicsActive ( IEntity owner,
bool activeState )
protected

Definition at line 379 of file SCR_EditableVehicleComponent.c.

◆ GetAIEntity()

override SCR_EditableEntityComponent GetAIEntity ( )
protected

Definition at line 78 of file SCR_EditableVehicleComponent.c.

◆ GetAIGroup()

override SCR_EditableEntityComponent GetAIGroup ( )
protected

Definition at line 61 of file SCR_EditableVehicleComponent.c.

◆ GetCompartmentManager()

SCR_BaseCompartmentManagerComponent GetCompartmentManager ( )
protected

Get Compartment manager of vehicle

Returns
Compartment manager

Definition at line 332 of file SCR_EditableVehicleComponent.c.

◆ GetCrew()

override int GetCrew ( out notnull array< CompartmentAccessComponent > crewCompartmentAccess,
bool ignorePlayers = true )
protected

Definition at line 154 of file SCR_EditableVehicleComponent.c.

◆ GetFaction()

override Faction GetFaction ( )
protected

Definition at line 39 of file SCR_EditableVehicleComponent.c.

◆ GetOnUIRefresh()

override ScriptInvoker GetOnUIRefresh ( )
protected

Definition at line 52 of file SCR_EditableVehicleComponent.c.

◆ GetPlayerCountInVehicle()

int GetPlayerCountInVehicle ( )
protected
Returns

Definition at line 19 of file SCR_EditableVehicleComponent.c.

◆ GetPlayerID()

override int GetPlayerID ( )
protected

Definition at line 95 of file SCR_EditableVehicleComponent.c.

◆ HasEnoughBudgetForDefaultOccupants()

bool HasEnoughBudgetForDefaultOccupants ( array< ECompartmentType > compartmentTypes,
int playerID,
EEditorMode editorMode,
out bool noFreeDefaultCompartments )
protected

Definition at line 262 of file SCR_EditableVehicleComponent.c.

◆ OccupyVehicleWithDefaultCharacters()

void OccupyVehicleWithDefaultCharacters ( notnull array< ECompartmentType > compartmentTypes)
protected

Spawn characters (Of vehicle Faction) within the Vehicle (Server only)

Parameters
[in]compartmentTypesGiven compartment types that need to be filled with characters

Definition at line 324 of file SCR_EditableVehicleComponent.c.

◆ OnDestroyed()

void OnDestroyed ( IEntity owner)
protected

Definition at line 32 of file SCR_EditableVehicleComponent.c.

◆ OnFactionUpdate()

void OnFactionUpdate ( FactionAffiliationComponent owner,
Faction previousFaction,
Faction newFaction )
protected

Definition at line 25 of file SCR_EditableVehicleComponent.c.

◆ PlayerTeleportedFeedback()

void PlayerTeleportedFeedback ( )
protected

Add feedback to players that they are teleported when inside of the vehicle.

Definition at line 190 of file SCR_EditableVehicleComponent.c.

◆ SetTransform()

override bool SetTransform ( vector transform[4],
bool changedByUser = false )
protected

Definition at line 209 of file SCR_EditableVehicleComponent.c.

◆ UpdatePlayerCountInVehicle()

void UpdatePlayerCountInVehicle ( )
protected

Definition at line 127 of file SCR_EditableVehicleComponent.c.

◆ ~SCR_EditableVehicleComponent()

void ~SCR_EditableVehicleComponent ( )
protected

Definition at line 409 of file SCR_EditableVehicleComponent.c.

Variable Documentation

◆ m_iPlayersInVehicle

int m_iPlayersInVehicle
protected

Definition at line 15 of file SCR_EditableVehicleComponent.c.

◆ m_OnUIRefresh

ref ScriptInvoker m_OnUIRefresh
protected

Definition at line 13 of file SCR_EditableVehicleComponent.c.

◆ m_VehicleFactionAffiliation

SCR_VehicleFactionAffiliationComponent m_VehicleFactionAffiliation
protected

Definition at line 12 of file SCR_EditableVehicleComponent.c.