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SCR_FactionCommanderBaseLogicComponent.c
Go to the documentation of this file.
1
[
ComponentEditorProps
(
category
:
"GameScripted/Commander"
)]
2
class
SCR_FactionCommanderBaseLogicComponentClass
:
SCR_MilitaryBaseLogicComponentClass
3
{
4
}
5
6
class
SCR_FactionCommanderBaseLogicComponent : SCR_MilitaryBaseLogicComponent
7
{
8
//------------------------------------------------------------------------------------------------
9
override
bool
IsControlledByFaction
(notnull
Faction
faction)
10
{
11
foreach
(SCR_MilitaryBaseComponent
base
:
m_aBases
)
12
{
13
if
(!
SCR_CampaignMilitaryBaseComponent
.Cast(
base
))
14
continue
;
15
16
if
(
base
.GetFaction() == faction)
17
return
true
;
18
}
19
20
return
false
;
21
}
22
}
ComponentEditorProps
enum EAIGroupCombatMode ComponentEditorProps(category:"GameScripted/AI", description:"Component for utility AI system for groups")
Definition
SCR_AIGroupUtilityComponent.c:12
IsControlledByFaction
SCR_FactionCommanderBaseLogicComponentClass SCR_MilitaryBaseLogicComponentClass IsControlledByFaction(notnull Faction faction)
Definition
SCR_FactionCommanderBaseLogicComponent.c:9
base
around base
Definition
SCR_HoldCampaignMilitaryBaseTaskEntity.c:9
m_aBases
SCR_MilitaryBaseLogicComponentClass m_aBases
category
params category
Definition
SCR_VehicleDamageManagerComponent.c:302
Faction
Definition
Faction.c:13
SCR_CampaignMilitaryBaseComponent
Definition
SCR_CampaignMilitaryBaseComponent.c:38
SCR_FactionCommanderBaseLogicComponentClass
Definition
SCR_FactionCommanderBaseLogicComponent.c:3
SCR_MilitaryBaseLogicComponentClass
Definition
SCR_MilitaryBaseLogicComponent.c:2
scripts
Game
FactionCommander
Components
SCR_FactionCommanderBaseLogicComponent.c
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