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SCR_MortarHasChargeConfigsCondition.c
Go to the documentation of this file.
1
[
BaseContainerProps
()]
2
class
SCR_MortarHasChargeConfigsCondition
:
SCR_AvailableActionCondition
3
{
4
//------------------------------------------------------------------------------------------------
6
override
bool
IsAvailable(notnull
SCR_AvailableActionsConditionData
data
)
7
{
8
// Current weapon
9
BaseControllerComponent controller =
data
.GetCurrentVehicleController();
10
if
(!controller)
11
return
GetReturnResult
(
false
);
12
13
// Turret
14
IEntity
turretEntity = controller.GetOwner();
15
if
(!turretEntity)
16
return
GetReturnResult
(
false
);
17
18
SCR_BaseHUDComponent
hudComp =
SCR_BaseHUDComponent
.Cast(turretEntity.
FindComponent
(
SCR_BaseHUDComponent
));
19
if
(!hudComp)
20
return
GetReturnResult
(
false
);
21
22
array<BaseInfoDisplay> infoDisplays = {};
23
24
if
(hudComp.GetInfoDisplays(infoDisplays) < 1)
25
return
GetReturnResult
(
false
);
26
27
SCR_MortarInfo
mortarDisplay;
28
foreach
(
BaseInfoDisplay
display : infoDisplays)
29
{
30
mortarDisplay =
SCR_MortarInfo
.Cast(display);
31
if
(mortarDisplay)
32
break
;
33
}
34
35
if
(!mortarDisplay)
36
return
GetReturnResult
(
false
);
37
38
infoDisplays.Clear();
39
if
(mortarDisplay.GetInfoDisplays(infoDisplays) < 1)
40
return
GetReturnResult
(
false
);
41
42
SCR_BallisticTableDisplay
ballisticsDisplay;
43
foreach
(
BaseInfoDisplay
display : infoDisplays)
44
{
45
ballisticsDisplay =
SCR_BallisticTableDisplay
.Cast(display);
46
if
(ballisticsDisplay)
47
break
;
48
}
49
50
if
(!ballisticsDisplay)
51
return
GetReturnResult
(
false
);
52
53
return
GetReturnResult
(ballisticsDisplay.
GetHasDifferentChargeConfigs
());
54
}
55
}
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
BaseInfoDisplay
Definition
BaseInfoDisplay.c:13
IEntity
Definition
IEntity.c:13
IEntity::FindComponent
proto external Managed FindComponent(typename typeName)
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_BallisticTableDisplay
Definition
SCR_BallisticTableDisplay.c:2
SCR_BallisticTableDisplay::GetHasDifferentChargeConfigs
bool GetHasDifferentChargeConfigs()
Returns true when this display has at least two configs for the same shell with different init speeds...
Definition
SCR_BallisticTableDisplay.c:62
SCR_BaseHUDComponent
Definition
SCR_BaseHUDComponent.c:6
SCR_MortarHasChargeConfigsCondition
Definition
SCR_MortarHasChargeConfigsCondition.c:3
SCR_MortarInfo
Definition
SCR_MortarInfo.c:4
scripts
Game
UI
HUD
AvailableActions
Conditions
Game
Weapon
SCR_MortarHasChargeConfigsCondition.c
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1.17.0