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SCR_NoVehicleSurfaceValidation.c
Go to the documentation of this file.
1
class
SCR_NoVehicleSurfaceValidation
:
SCR_DeployableSurfaceValidation
2
{
3
//------------------------------------------------------------------------------------------------
4
override
bool
IsSurfaceValid(
IEntity
surfaceEnt,
vector
worldPosition,
vector
surfaceNorm,
int
nodeIndex,
int
colliderIndex,
SurfaceProperties
surfaceProps,
string
surfaceMaterial,
string
colliderName)
5
{
6
while
(surfaceEnt)
7
{
8
if
(
Vehicle
.Cast(surfaceEnt))
9
return
false
;
10
11
if
(
Turret
.Cast(surfaceEnt))
12
return
false
;
13
14
surfaceEnt = surfaceEnt.
GetParent
();
15
}
16
17
return
true
;
18
}
19
}
Turret
@ Turret
Definition
SCR_AIVehicleBehavior.c:5
IEntity
Definition
IEntity.c:13
IEntity::GetParent
proto external IEntity GetParent()
SCR_DeployableSurfaceValidation
This is a base variant that does nothing, and thus it must NOT be used.
Definition
SCR_DeployableSurfaceValidation.c:3
SCR_NoVehicleSurfaceValidation
Definition
SCR_NoVehicleSurfaceValidation.c:2
SurfaceProperties
Definition
SurfaceProperties.c:16
vector
Definition
vector.c:13
Vehicle
enum EPhysicsLayerPresets Vehicle
Definition
gameLib.c:24
scripts
Game
Components
SCR_NoVehicleSurfaceValidation.c
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1.17.0