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SCR_IsUsingVariableSights.c
Go to the documentation of this file.
1
[
BaseContainerProps
()]
2
class
SCR_IsUsingVariableSightsCondition
:
SCR_AvailableActionCondition
3
{
4
//------------------------------------------------------------------------------------------------
5
override
bool
IsAvailable(notnull
SCR_AvailableActionsConditionData
data
)
6
{
7
BaseWeaponComponent
weapon =
data
.GetCurrentWeapon();
8
if
(!weapon)
9
return
false
;
10
11
BaseSightsComponent
sights = weapon.GetSights();
12
if
(!sights)
13
return
false
;
14
15
SCR_BaseVariableSightsFOVInfo
info =
SCR_BaseVariableSightsFOVInfo
.Cast(sights.GetFOVInfo());
16
return
GetReturnResult
(info && info.GetCount() > 1);
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}
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}
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
BaseSightsComponent
Definition
BaseSightsComponent.c:13
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_BaseVariableSightsFOVInfo
Definition
SCR_BaseVariableSightsFOVInfo.c:2
SCR_IsUsingVariableSightsCondition
Definition
SCR_IsUsingVariableSights.c:3
scripts
Game
UI
HUD
AvailableActions
Conditions
Game
Weapon
SCR_IsUsingVariableSights.c
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1.17.0