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SCR_ScenarioFrameworkActionMedical.c
Go to the documentation of this file.
1
[
BaseContainerProps
(),
SCR_ContainerActionTitle
()]
2
class
SCR_ScenarioFrameworkActionMedical
:
SCR_ScenarioFrameworkActionBase
3
{
4
[
Attribute
(
desc
:
"Target entity for Medical Action"
)];
5
ref
SCR_ScenarioFrameworkGet
m_Getter;
6
7
[
Attribute
(
desc
:
"Medical actions that will be executed on target entity"
)];
8
ref array<ref SCR_ScenarioFrameworkMedicalAction> m_aMedicalActions;
9
10
//------------------------------------------------------------------------------------------------
11
override
void
OnActivate
(
IEntity
object
)
12
{
13
if
(!CanActivate())
14
return
;
15
16
if
(!m_Getter)
17
{
18
Print
(
string
.Format(
"ScenarioFramework Action: Getter not found for Action %1."
,
this
),
LogLevel
.ERROR);
19
return
;
20
}
21
22
SCR_ScenarioFrameworkParam<IEntity> entityWrapper = SCR_ScenarioFrameworkParam<IEntity>.Cast(m_Getter.Get());
23
if
(!entityWrapper)
24
{
25
Print
(
string
.Format(
"ScenarioFramework Action: Issue with Getter detected for Action %1."
,
this
),
LogLevel
.ERROR);
26
return
;
27
}
28
29
IEntity
entity = entityWrapper.GetValue();
30
if
(!entity)
31
{
32
Print
(
string
.Format(
"ScenarioFramework Action: Entity not found for Action %1."
,
this
),
LogLevel
.ERROR);
33
return
;
34
}
35
36
SCR_ChimeraCharacter character = SCR_ChimeraCharacter.Cast(entity);
37
if
(!character)
38
{
39
Print
(
string
.Format(
"ScenarioFramework Action: Entity is not ChimeraCharacter for Action %1."
,
this
),
LogLevel
.ERROR);
40
return
;
41
}
42
43
foreach
(
SCR_ScenarioFrameworkMedicalAction
medicalAction : m_aMedicalActions)
44
{
45
medicalAction.Init(character);
46
}
47
}
48
49
//------------------------------------------------------------------------------------------------
50
array<ref SCR_ScenarioFrameworkMedicalAction> GetSubActionsMedical()
51
{
52
return
m_aMedicalActions;
53
}
54
}
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
IEntity
Definition
IEntity.c:13
SCR_ContainerActionTitle
Definition
SCR_ContainerActionTitle.c:2
SCR_ScenarioFrameworkActionBase
Definition
SCR_ScenarioFrameworkActionBase.c:3
SCR_ScenarioFrameworkActionMedical
Definition
SCR_ScenarioFrameworkActionMedical.c:3
SCR_ScenarioFrameworkGet
Definition
SCR_ScenarioFrameworkGet.c:3
SCR_ScenarioFrameworkMedicalAction
Definition
SCR_ScenarioFrameworkMedicalAction.c:3
Print
proto void Print(void var, LogLevel level=LogLevel.NORMAL)
Prints content of variable to console/log.
LogLevel
LogLevel
Enum with severity of the logging message.
Definition
LogLevel.c:14
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
scripts
Game
ScenarioFramework
Actions
MedicalActions
SCR_ScenarioFrameworkActionMedical.c
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