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SCR_HasMultipleMuzzles.c
Go to the documentation of this file.
1
[
BaseContainerProps
()]
2
class
SCR_HasMultipleMuzzles
:
SCR_AvailableActionCondition
3
{
4
protected
ref array<BaseMuzzleComponent>
m_aMuzzles
= {};
5
6
//------------------------------------------------------------------------------------------------
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override
bool
IsAvailable
(notnull
SCR_AvailableActionsConditionData
data
)
8
{
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BaseWeaponComponent
weapon =
data
.GetCurrentWeapon();
10
return
GetReturnResult
(weapon && weapon.GetMuzzlesList(
m_aMuzzles
) > 1);
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}
12
}
BaseContainerProps
SCR_AIAnimation_Loitering BaseContainerProps
Commanding menu commanding element class.
Definition
SCR_AIAnimationWaypoint.c:14
data
Get all prefabs that have the spawner data
Definition
SCR_EntityCatalogManagerComponent.c:320
BaseWeaponComponent
Definition
BaseWeaponComponent.c:13
SCR_AvailableActionCondition
A single available action condition representation.
Definition
SCR_AvailableActionCondition.c:4
SCR_AvailableActionCondition::GetReturnResult
bool GetReturnResult(bool desiredResult)
Definition
SCR_AvailableActionCondition.c:22
SCR_AvailableActionsConditionData
Definition
SCR_AvailableActionsConditionData.c:6
SCR_HasMultipleMuzzles
Definition
SCR_HasMultipleMuzzles.c:3
SCR_HasMultipleMuzzles::m_aMuzzles
ref array< BaseMuzzleComponent > m_aMuzzles
Definition
SCR_HasMultipleMuzzles.c:4
SCR_HasMultipleMuzzles::IsAvailable
override bool IsAvailable(notnull SCR_AvailableActionsConditionData data)
Definition
SCR_HasMultipleMuzzles.c:7
scripts
Game
UI
HUD
AvailableActions
Conditions
Game
Weapon
SCR_HasMultipleMuzzles.c
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