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SCR_EquipWeaponAttachment.c
Go to the documentation of this file.
1
//------------------------------------------------------------------------------------------------
3
class
SCR_EquipWeaponAttachment
:
SCR_InventoryAction
4
{
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ChimeraCharacter
m_Character;
6
GenericEntity
m_Owner;
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SCR_InventoryStorageManagerComponent m_InventoryManager;
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InventoryItemComponent
m_ItemComponent;
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10
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#ifndef DISABLE_INVENTORY
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//------------------------------------------------------------------------------------------------
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override
protected
void
PerformActionInternal
(SCR_InventoryStorageManagerComponent manager,
IEntity
pOwnerEntity,
IEntity
pUserEntity)
14
{
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manager.EquipWeaponAttachment( pOwnerEntity, pUserEntity );
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}
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//------------------------------------------------------------------------------------------------
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override
bool
CanBeShownScript
(
IEntity
user)
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{
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if
(!m_Owner)
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return
false
;
23
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if
(!m_ItemComponent || m_ItemComponent.GetParentSlot() != null)
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return
false
;
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if
(!m_Character)
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m_Character =
ChimeraCharacter
.Cast(
SCR_PlayerController
.
GetLocalControlledEntity
());
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if
(!m_Character)
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return
false
;
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if
(!m_InventoryManager)
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m_InventoryManager = SCR_InventoryStorageManagerComponent.Cast(m_Character.FindComponent(SCR_InventoryStorageManagerComponent));
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if
(!m_InventoryManager)
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return
false
;
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bool
result = m_InventoryManager.CanInsertItem(m_Owner,
EStoragePurpose
.PURPOSE_ATTACHMENT_PROXY);
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return
result;
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}
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#endif
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//------------------------------------------------------------------------------------------------
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override
void
Init
(
IEntity
pOwnerEntity,
GenericComponent
pManagerComponent)
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{
46
if
(!m_Owner)
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m_Owner =
GenericEntity
.Cast(pOwnerEntity);
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if
(m_Owner)
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{
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m_ItemComponent =
InventoryItemComponent
.Cast(m_Owner.FindComponent(
InventoryItemComponent
));
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}
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}
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};
ChimeraCharacter
Definition
ChimeraCharacter.c:13
GenericComponent
Definition
GenericComponent.c:13
GenericEntity
Definition
GenericEntity.c:16
IEntity
Definition
IEntity.c:13
InventoryItemComponent
Definition
InventoryItemComponent.c:13
SCR_EquipWeaponAttachment
Equip weapon attachment.
Definition
SCR_EquipWeaponAttachment.c:4
SCR_EquipWeaponAttachment::CanBeShownScript
override bool CanBeShownScript(IEntity user)
Definition
SCR_EquipWeaponAttachment.c:19
SCR_EquipWeaponAttachment::PerformActionInternal
void PerformActionInternal(SCR_InventoryStorageManagerComponent manager, IEntity pOwnerEntity, IEntity pUserEntity)
Definition
SCR_EquipWeaponAttachment.c:13
SCR_EquipWeaponAttachment::Init
override void Init(IEntity pOwnerEntity, GenericComponent pManagerComponent)
Definition
SCR_EquipWeaponAttachment.c:44
SCR_InventoryAction
modded version for to be used with the inventory 2.0
Definition
SCR_InventoryAction.c:4
SCR_PlayerController
Definition
SCR_PlayerController.c:31
SCR_PlayerController::GetLocalControlledEntity
static IEntity GetLocalControlledEntity()
Definition
SCR_PlayerController.c:495
EStoragePurpose
EStoragePurpose
Definition
EStoragePurpose.c:13
scripts
Game
UserActions
SCR_EquipWeaponAttachment.c
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