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SCR_GameCoreBase.c
Go to the documentation of this file.
1
4
7
43
[
BaseContainerProps
()]
44
class
SCR_GameCoreBase
45
{
46
[
Attribute
(defvalue:
"1"
,
desc
:
"When disabled, the core will not be initialized upon start of the game."
)]
47
private
bool
m_bEnabled
;
48
49
[
Attribute
(
desc
:
"Core processing priority. Higher value = higher priority"
)]
50
private
int
m_iPriority
;
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52
//------------------------------------------------------------------------------------------------
54
void
OnAfterInit
();
55
56
//------------------------------------------------------------------------------------------------
58
void
OnGameStart
();
59
60
//------------------------------------------------------------------------------------------------
62
void
OnWorldPostProcess
(World world);
63
64
//------------------------------------------------------------------------------------------------
67
void
OnUpdate
(
float
timeSlice);
68
69
//------------------------------------------------------------------------------------------------
71
void
OnGameEnd
();
72
73
//------------------------------------------------------------------------------------------------
75
void
OnBeforeWorldCleanup
();
76
77
//------------------------------------------------------------------------------------------------
80
int
GetPriority
()
81
{
82
return
m_iPriority
;
83
}
84
85
//------------------------------------------------------------------------------------------------
88
bool
IsEnabled
()
89
{
90
return
m_bEnabled
;
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}
92
93
//------------------------------------------------------------------------------------------------
97
bool
CanCreate
()
98
{
99
return
true
;
100
}
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//---
110
static
SCR_GameCoreBase GetInstance(
typename
type
)
111
{
112
return
SCR_GameCoresManager.GetCore(
type
);
113
}
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}
OnAfterInit
override void OnAfterInit(BaseWorld world)
Definition
game.c:552
OnBeforeWorldCleanup
void OnBeforeWorldCleanup()
Definition
game.c:761
BaseContainerProps
SCR_AIAnimation_Loitering BaseContainerProps
Commanding menu commanding element class.
Definition
SCR_AIAnimationWaypoint.c:14
m_iPriority
int m_iPriority
Definition
SCR_AITalkRequest.c:28
OnGameEnd
override void OnGameEnd()
Called on all machines when the world ends.
Definition
SCR_AnalyticsDataCollectionComponent.c:65
CanCreate
bool CanCreate(out ENotification outNotification=-1, out SCR_EPreviewState previewStateToShow=SCR_EPreviewState.PLACEABLE)
Check the preview position. Is suitable to build the composition here?
Definition
SCR_CampaignBuildingPlacingHQBaseEditorComponent.c:94
type
EDamageType type
Definition
SCR_DestructibleTreeV2.c:32
m_bEnabled
bool m_bEnabled
Definition
SCR_LoadoutSaveBlackListHolder.c:1
OnUpdate
override void OnUpdate()
Definition
SCR_MapMarkerSquadLeader.c:333
desc
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Definition
SCR_RespawnBriefingComponent.c:17
OnWorldPostProcess
override void OnWorldPostProcess(World world)
Definition
SCR_TimeAndWeatherHandlerComponent.c:287
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
IsEnabled
int IsEnabled()
Returns true if the light is enabled.
Definition
SCR_BaseManualCameraComponent.c:239
OnGameStart
override bool OnGameStart()
Gets called after world is initialized but before first ticks.
Definition
game.c:561
GetPriority
int GetPriority()
Definition
SCR_BaseManualCameraComponent.c:247
scripts
Game
GameCore
SCR_GameCoreBase.c
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1.17.0