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SCR_GroupWeaponEntry.c
Go to the documentation of this file.
1
//------------------------------------------------------------------------------------------------
4
class
SCR_GroupWeaponEntry
:
SCR_BaseGroupEntry
5
{
7
protected
IEntity
m_pOwner
;
9
protected
WeaponSlotComponent
m_pWeaponSlotComponent
;
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//------------------------------------------------------------------------------------------------
14
override
void
OnPerform
(
IEntity
user,
BaseSelectionMenu
sourceMenu)
15
{
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// We have no means of switching the weapons for our character
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// if the controller component is null
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auto
pGenericOwner =
GenericEntity
.Cast(
m_pOwner
);
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if
(!pGenericOwner)
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return
;
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auto
pCharacterController = CharacterControllerComponent.Cast(pGenericOwner.FindComponent(CharacterControllerComponent));
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if
(!pCharacterController)
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return
;
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pCharacterController.SelectWeapon(
m_pWeaponSlotComponent
);
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}
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//------------------------------------------------------------------------------------------------
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override
void
OnDonePerform
(
IEntity
user,
BaseSelectionMenu
sourceMenu)
33
{
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}
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protected
override
bool
CanBePerformedScript
(
IEntity
user,
BaseSelectionMenu
sourceMenu)
39
{
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if
(
m_pWeaponSlotComponent
&&
m_pWeaponSlotComponent
.GetWeaponEntity())
41
return
true
;
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return
false
;
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}
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//------------------------------------------------------------------------------------------------
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protected
override
UIInfo
GetUIInfoScript
()
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{
50
if
(
m_pWeaponSlotComponent
)
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return
m_pWeaponSlotComponent
.GetUIInfo();
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return
null;
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}
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//------------------------------------------------------------------------------------------------
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void
SCR_GroupWeaponEntry
(
IEntity
pOwner,
WeaponSlotComponent
pWeaponSlot)
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{
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// Assign the owner
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m_pOwner
= pOwner;
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// Assign weapon component
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m_pWeaponSlotComponent
= pWeaponSlot;
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}
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};
BaseSelectionMenu
Definition
BaseSelectionMenu.c:13
GenericEntity
Definition
GenericEntity.c:16
IEntity
Definition
IEntity.c:13
SCR_BaseGroupEntry
An abstract wrapper to provide common interface for items that can be stored in a BaseGroup.
Definition
SCR_BaseGroupEntry.c:4
SCR_GroupWeaponEntry::CanBePerformedScript
override bool CanBePerformedScript(IEntity user, BaseSelectionMenu sourceMenu)
Can this entry be performed?
Definition
SCR_GroupWeaponEntry.c:38
SCR_GroupWeaponEntry::OnPerform
override void OnPerform(IEntity user, BaseSelectionMenu sourceMenu)
Definition
SCR_GroupWeaponEntry.c:14
SCR_GroupWeaponEntry::GetUIInfoScript
override UIInfo GetUIInfoScript()
If target slot is valid, return its UI info.
Definition
SCR_GroupWeaponEntry.c:48
SCR_GroupWeaponEntry::m_pOwner
IEntity m_pOwner
Owner of this group.
Definition
SCR_GroupWeaponEntry.c:7
SCR_GroupWeaponEntry::SCR_GroupWeaponEntry
void SCR_GroupWeaponEntry(IEntity pOwner, WeaponSlotComponent pWeaponSlot)
Create new group representing a single weapon.
Definition
SCR_GroupWeaponEntry.c:58
SCR_GroupWeaponEntry::m_pWeaponSlotComponent
WeaponSlotComponent m_pWeaponSlotComponent
The weapon this entry represents.
Definition
SCR_GroupWeaponEntry.c:9
SCR_GroupWeaponEntry::OnDonePerform
override void OnDonePerform(IEntity user, BaseSelectionMenu sourceMenu)
Anything that should be done when item is deselected should be handled here.
Definition
SCR_GroupWeaponEntry.c:32
UIInfo
UIInfo - allows to define UI elements.
Definition
UIInfo.c:14
WeaponSlotComponent
Definition
WeaponSlotComponent.c:13
scripts
Game
ItemSelection
SCR_GroupWeaponEntry.c
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