Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
Loading...
Searching...
No Matches
SCR_GameCoreBase.c
Go to the documentation of this file.
1
4
7
44class 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;
51
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 //------------------------------------------------------------------------------------------------
76
77 //------------------------------------------------------------------------------------------------
80 int GetPriority()
81 {
82 return m_iPriority;
83 }
84
85 //------------------------------------------------------------------------------------------------
88 bool IsEnabled()
89 {
90 return m_bEnabled;
91 }
92
93 //------------------------------------------------------------------------------------------------
97 bool CanCreate()
98 {
99 return true;
100 }
101
102 //---
110 static SCR_GameCoreBase GetInstance(typename type)
111 {
112 return SCR_GameCoresManager.GetCore(type);
113 }
114}
override void OnAfterInit(BaseWorld world)
Definition game.c:552
void OnBeforeWorldCleanup()
Definition game.c:761
SCR_AIAnimation_Loitering BaseContainerProps
Commanding menu commanding element class.
int m_iPriority
override void OnGameEnd()
Called on all machines when the world ends.
bool CanCreate(out ENotification outNotification=-1, out SCR_EPreviewState previewStateToShow=SCR_EPreviewState.PLACEABLE)
Check the preview position. Is suitable to build the composition here?
EDamageType type
override void OnUpdate()
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
override void OnWorldPostProcess(World world)
SCR_FieldOfViewSettings Attribute
int IsEnabled()
Returns true if the light is enabled.
override bool OnGameStart()
Gets called after world is initialized but before first ticks.
Definition game.c:561