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SCR_HasMultipleWeaponsCondition.c
Go to the documentation of this file.
1
[
BaseContainerProps
()]
2
class
SCR_HasMultipleWeaponsCondition
:
SCR_AvailableActionCondition
3
{
4
//------------------------------------------------------------------------------------------------
5
override
bool
IsAvailable(notnull
SCR_AvailableActionsConditionData
data
)
6
{
7
BaseWeaponManagerComponent weaponMgr;
8
if
(
data
.GetIsCharacterInVehicle())
9
{
10
TurretControllerComponent
turretController =
data
.GetCurrentTurretController();
11
if
(!turretController)
12
return
GetReturnResult
(
false
);
13
14
weaponMgr = turretController.GetWeaponManager();
15
}
16
else
17
{
18
CharacterControllerComponent controller =
data
.GetCharacterController();
19
if
(!controller)
20
return
GetReturnResult
(
false
);
21
22
weaponMgr = controller.GetWeaponManagerComponent();
23
}
24
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return
GetReturnResult
(weaponMgr && weaponMgr.HasAnotherSelectableWeapon());
26
}
27
}
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
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_HasMultipleWeaponsCondition
Definition
SCR_HasMultipleWeaponsCondition.c:3
TurretControllerComponent
Definition
TurretControllerComponent.c:13
scripts
Game
UI
HUD
AvailableActions
Conditions
Game
Weapon
SCR_HasMultipleWeaponsCondition.c
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1.17.0