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SCR_RippleFireQuantityAction.c
Go to the documentation of this file.
1
class
SCR_RippleFireQuantityAction
:
SCR_VehicleWeaponActionBase
2
{
3
//------------------------------------------------------------------------------------------------
4
override
bool
CanBeShownScript(
IEntity
user)
5
{
6
if
(
fireModeManager
&&
fireModeManager
.GetFireMode() ==
EWeaponGroupFireMode
.RIPPLE)
7
return
true
;
8
9
return
false
;
10
}
11
12
//------------------------------------------------------------------------------------------------
14
override
void
PerformAction
(
IEntity
pOwnerEntity,
IEntity
pUserEntity)
15
{
16
super.
PerformAction
(pOwnerEntity, pUserEntity);
17
18
if
(
fireModeManager
)
19
fireModeManager
.NextRippleCount();
20
}
21
22
//------------------------------------------------------------------------------------------------
23
override
bool
GetActionNameScript(out
string
outName)
24
{
25
if
(!
fireModeManager
)
26
return
false
;
27
28
UIInfo
info =
GetUIInfo
();
29
if
(!info)
30
return
false
;
31
32
outName = info.GetName() +
" "
+
fireModeManager
.GetRippleQuantity();
33
34
return
true
;
35
}
36
}
GetUIInfo
SCR_UIInfo GetUIInfo()
Definition
SCR_EditableEntityCampaignBuildingModeLabelSetting.c:27
IEntity
Definition
IEntity.c:13
SCR_RippleFireQuantityAction
Definition
SCR_RippleFireQuantityAction.c:2
SCR_VehicleWeaponActionBase
Definition
SCR_VehicleWeaponActionBase.c:3
SCR_VehicleWeaponActionBase::PerformAction
override void PerformAction(IEntity pOwnerEntity, IEntity pUserEntity)
By default toggle the current state of the interaction.
Definition
SCR_VehicleWeaponActionBase.c:20
SCR_VehicleWeaponActionBase::fireModeManager
SCR_FireModeManagerComponent fireModeManager
Definition
SCR_VehicleWeaponActionBase.c:4
UIInfo
UIInfo - allows to define UI elements.
Definition
UIInfo.c:14
PerformAction
@ PerformAction
Definition
EUserActionEvent.c:15
EWeaponGroupFireMode
EWeaponGroupFireMode
Definition
EWeaponGroupFireMode.c:13
scripts
Game
UserActions
SCR_RippleFireQuantityAction.c
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1.17.0