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SCR_ScenarioFrameworkActionExecuteFunction.c
Go to the documentation of this file.
1
//---- REFACTOR NOTE START: This code will need to be refactored as current implementation is not conforming to the standards ----
2
[
BaseContainerProps
(),
SCR_ContainerActionTitle
()]
3
class
SCR_ScenarioFrameworkActionExecuteFunction
:
SCR_ScenarioFrameworkActionBase
4
{
5
[
Attribute
(
desc
:
"Object the method will be called"
)]
6
ref
SCR_ScenarioFrameworkGet
m_ObjectToCallTheMethodFrom;
7
8
[
Attribute
(
desc
:
"Method to call"
)]
9
string
m_sMethodToCall;
10
11
[
Attribute
(
desc
:
"Parameter1 to pass (string only)"
)]
12
string
m_sParameter;
13
14
[
Attribute
(
desc
:
"Parameter2 to pass (string only)"
)]
15
string
m_sParameter2;
16
17
[
Attribute
(
desc
:
"Parameter3 to pass (string only)"
)]
18
string
m_sParameter3;
19
20
[
Attribute
(
desc
:
"Parameter4 to pass (string only)"
)]
21
string
m_sParameter4;
22
23
[
Attribute
(
desc
:
"Parameter5 to pass (string only)"
)]
24
string
m_sParameter5;
25
26
//------------------------------------------------------------------------------------------------
27
override
void
OnActivate
(
IEntity
object
)
28
{
29
if
(!CanActivate())
30
return
;
31
32
SCR_ScenarioFrameworkParam<IEntity> entityWrapper = SCR_ScenarioFrameworkParam<IEntity>.Cast(m_ObjectToCallTheMethodFrom.Get());
33
if
(!entityWrapper)
34
return
;
35
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SCR_ScenarioFrameworkArea
area =
SCR_ScenarioFrameworkArea
.Cast(entityWrapper.GetValue().FindComponent(
SCR_ScenarioFrameworkArea
));
37
SCR_ScenarioFrameworkLayerBase
layerBase =
SCR_ScenarioFrameworkLayerBase
.Cast(entityWrapper.GetValue().FindComponent(
SCR_ScenarioFrameworkLayerBase
));
38
SCR_ScenarioFrameworkLayerTask
layer
= SCR_ScenarioFrameworkLayerTask.Cast(entityWrapper.GetValue().FindComponent(SCR_ScenarioFrameworkLayerTask));
39
if
(
layer
)
40
GetGame
().GetCallqueue().CallByName(
layer
, m_sMethodToCall, m_sParameter, m_sParameter2, m_sParameter3, m_sParameter4, m_sParameter5);
41
else
if
(layerBase)
42
GetGame
().GetCallqueue().CallByName(layerBase, m_sMethodToCall, m_sParameter, m_sParameter2, m_sParameter3, m_sParameter4, m_sParameter5);
43
else
if
(area)
44
GetGame
().GetCallqueue().CallByName(area, m_sMethodToCall, m_sParameter, m_sParameter2, m_sParameter3, m_sParameter4, m_sParameter5);
45
else
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GetGame
().GetCallqueue().CallByName(entityWrapper.GetValue(), m_sMethodToCall, m_sParameter, m_sParameter2, m_sParameter3, m_sParameter4, m_sParameter5);
47
}
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}
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//---- REFACTOR NOTE END ----
GetGame
ArmaReforgerScripted GetGame()
Definition
game.c:1398
layer
LayerPresets layer
BaseContainerProps
SCR_AIAnimation_Loitering BaseContainerProps
Commanding menu commanding element class.
Definition
SCR_AIAnimationWaypoint.c:14
OnActivate
override void OnActivate()
Definition
SCR_CharacterCommandLoiter.c:31
desc
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Definition
SCR_RespawnBriefingComponent.c:17
SCR_ScenarioFrameworkLayerBase
void SCR_ScenarioFrameworkLayerBase(IEntityComponentSource src, IEntity ent, IEntity parent)
Definition
SCR_ScenarioFrameworkLayerBase.c:1411
IEntity
Definition
IEntity.c:13
SCR_ContainerActionTitle
Definition
SCR_ContainerActionTitle.c:2
SCR_ScenarioFrameworkActionBase
Definition
SCR_ScenarioFrameworkActionBase.c:3
SCR_ScenarioFrameworkActionExecuteFunction
Definition
SCR_ScenarioFrameworkActionExecuteFunction.c:4
SCR_ScenarioFrameworkArea
Definition
SCR_ScenarioFrameworkArea.c:25
SCR_ScenarioFrameworkGet
Definition
SCR_ScenarioFrameworkGet.c:3
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
scripts
Game
ScenarioFramework
Actions
SCR_ScenarioFrameworkActionExecuteFunction.c
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