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SCR_MineEquipWeaponAction.c
Go to the documentation of this file.
1
//------------------------------------------------------------------------------------------------
2
class
SCR_MineEquipWeaponAction
:
SCR_EquipWeaponAction
3
{
4
5
//------------------------------------------------------------------------------------------------
6
override
bool
CanBeShownScript(
IEntity
user)
7
{
8
SCR_PressureTriggerComponent mineTriggerComponent = SCR_PressureTriggerComponent.Cast(
GetOwner
().FindComponent(SCR_PressureTriggerComponent));
9
if
(mineTriggerComponent && mineTriggerComponent.IsActivated())
10
return
false
;
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return
super.CanBeShownScript(user);
13
}
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};
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//------------------------------------------------------------------------------------------------
18
class
SCR_MineEquipHolsterAction
:
SCR_EquipWeaponHolsterAction
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{
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//------------------------------------------------------------------------------------------------
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override
bool
CanBeShownScript(
IEntity
user)
22
{
23
SCR_PressureTriggerComponent mineTriggerComponent = SCR_PressureTriggerComponent.Cast(
GetOwner
().FindComponent(SCR_PressureTriggerComponent));
24
if
(mineTriggerComponent && mineTriggerComponent.IsActivated())
25
return
false
;
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return
super.CanBeShownScript(user);
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}
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}
IEntity
Definition
IEntity.c:13
SCR_EquipWeaponAction
Equip weapon.
Definition
SCR_EquipWeaponAction.c:4
SCR_EquipWeaponHolsterAction
Pickup weapon to holster position, without equipping it.
Definition
SCR_EquipWeaponAction.c:218
SCR_MineEquipHolsterAction
Definition
SCR_MineEquipWeaponAction.c:19
SCR_MineEquipWeaponAction
Definition
SCR_MineEquipWeaponAction.c:3
GetOwner
IEntity GetOwner()
Owner entity of the fuel tank.
Definition
SCR_FuelNode.c:128
scripts
Game
UserActions
SCR_MineEquipWeaponAction.c
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1.17.0