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SCR_FlareAnimationComponent.c File Reference

Go to the source code of this file.

Classes

class  SCR_FlareAnimationComponentClass

Functions

void SCR_FlareAnimationComponent (IEntityComponentSource src, IEntity ent, IEntity parent)
bool CanContinueTheAnimation ()
event void OnAnimationEvent (AnimationEventID animEventType, AnimationEventID animUserString, int intParam, float timeFromStart, float timeToEnd)
void FireFlare ()
 Method used to start flare firing procedure.
void OnItemUseEnded (IEntity item, bool successful, ItemUseParameters animParams)
void OnWeaponStateChanged (WeaponComponent weapon, bool active)
void LockItem ()
 Method used to ensure that players wont be able to interact with this item.
void DisposeOfFlare (bool doEquipNextFlare=true)
 Method used to drop the item on the ground.
void EquipNextFlare ()
 Method used to attempt to cycle to the next flare.

Variables

SCR_FlareAnimationComponentClass m_UserController
AnimationEventID m_iFireFlare = -1
AnimationEventID m_iHideFlare = -1
bool m_bStartedProne

Function Documentation

◆ CanContinueTheAnimation()

bool CanContinueTheAnimation ( )
protected
Returns
true if animations should be possible to continue, otherwise false

Definition at line 35 of file SCR_FlareAnimationComponent.c.

◆ DisposeOfFlare()

void DisposeOfFlare ( bool doEquipNextFlare = true)
protected

Method used to drop the item on the ground.

Definition at line 225 of file SCR_FlareAnimationComponent.c.

◆ EquipNextFlare()

void EquipNextFlare ( )
protected

Method used to attempt to cycle to the next flare.

Definition at line 260 of file SCR_FlareAnimationComponent.c.

◆ FireFlare()

void FireFlare ( )
protected

Method used to start flare firing procedure.

Definition at line 106 of file SCR_FlareAnimationComponent.c.

◆ LockItem()

void LockItem ( )
protected

Method used to ensure that players wont be able to interact with this item.

Definition at line 214 of file SCR_FlareAnimationComponent.c.

◆ OnItemUseEnded()

void OnItemUseEnded ( IEntity item,
bool successful,
ItemUseParameters animParams )
protected

Callback method intended to capture interruption of the item usage

Parameters
[in]item
[in]successful
[in]animParams

Definition at line 130 of file SCR_FlareAnimationComponent.c.

◆ OnWeaponStateChanged()

void OnWeaponStateChanged ( WeaponComponent weapon,
bool active )
protected

Callback method called when weapon which is the owner of this component, is being used or stops being used

Parameters
[in]weapon
[in]active

Definition at line 152 of file SCR_FlareAnimationComponent.c.

◆ SCR_FlareAnimationComponent()

void SCR_FlareAnimationComponent ( IEntityComponentSource src,
IEntity ent,
IEntity parent )
protected
Parameters
[in]src
[in]ent
[in]parent

Definition at line 26 of file SCR_FlareAnimationComponent.c.

Variable Documentation

◆ m_bStartedProne

bool m_bStartedProne
protected

Definition at line 13 of file SCR_FlareAnimationComponent.c.

◆ m_iFireFlare

AnimationEventID m_iFireFlare = -1
protected

Definition at line 10 of file SCR_FlareAnimationComponent.c.

◆ m_iHideFlare

AnimationEventID m_iHideFlare = -1
protected

Definition at line 11 of file SCR_FlareAnimationComponent.c.

◆ m_UserController