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SCR_PrefabSpawnCallback.c
Go to the documentation of this file.
1
class
SCR_PrefabSpawnCallback
:
ScriptedInventoryOperationCallback
2
{
3
protected
BaseInventoryStorageComponent
m_TargetStorage
;
4
5
//------------------------------------------------------------------------------------------------
6
override
protected
void
OnComplete
()
7
{
8
SCR_HandSlotStorageComponent handSlotStorage = SCR_HandSlotStorageComponent.Cast(
m_TargetStorage
);
9
if
(!handSlotStorage)
10
return
;
11
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//since spawning of new entities happens on server then we need to call server version of skip animation to inform the owner that they should not wait for the animation
13
handSlotStorage.SkipAnimation_S();
14
}
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//------------------------------------------------------------------------------------------------
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void
SCR_PrefabSpawnCallback
(BaseInventoryStorageComponent targetStorage)
18
{
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m_TargetStorage
= targetStorage;
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}
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}
SCR_PrefabSpawnCallback::m_TargetStorage
BaseInventoryStorageComponent m_TargetStorage
Definition
SCR_PrefabSpawnCallback.c:3
SCR_PrefabSpawnCallback::SCR_PrefabSpawnCallback
void SCR_PrefabSpawnCallback(BaseInventoryStorageComponent targetStorage)
Definition
SCR_PrefabSpawnCallback.c:17
SCR_PrefabSpawnCallback::OnComplete
void OnComplete()
Definition
SCR_PrefabSpawnCallback.c:6
ScriptedInventoryOperationCallback
Definition
ScriptedInventoryOperationCallback.c:13
scripts
Game
Inventory
Callbacks
SCR_PrefabSpawnCallback.c
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1.17.0