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SCR_ScenarioFrameworkActionSetCharacterUnconscious.c
Go to the documentation of this file.
1
[
BaseContainerProps
(),
SCR_ContainerActionTitle
()]
2
class
SCR_ScenarioFrameworkActionSetCharacterUnconscious
:
SCR_ScenarioFrameworkActionBase
3
{
4
[
Attribute
(
desc
:
"Entity to play animation on"
)]
5
ref
SCR_ScenarioFrameworkGet
m_CharacterGetter;
6
7
[
Attribute
(defvalue:
"1"
,
desc
:
"Set Unconscious"
)]
8
bool
m_bSetUnconscious;
9
10
//------------------------------------------------------------------------------------------------
11
override
void
OnActivate
(
IEntity
object
)
12
{
13
if
(!CanActivate())
14
return
;
15
16
IEntity
entity;
17
if
(!ValidateInputEntity(
object
, m_CharacterGetter, entity))
18
return
;
19
20
SCR_ChimeraCharacter character = SCR_ChimeraCharacter.Cast(entity);
21
if
(!character)
22
return
;
23
24
SCR_CharacterControllerComponent
controller =
SCR_CharacterControllerComponent
.Cast(character.GetCharacterController());
25
if
(!controller)
26
return
;
27
28
controller.SetUnconscious(m_bSetUnconscious);
29
}
30
}
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_CharacterControllerComponent
Definition
SCR_CharacterControllerComponent.c:36
SCR_ContainerActionTitle
Definition
SCR_ContainerActionTitle.c:2
SCR_ScenarioFrameworkActionBase
Definition
SCR_ScenarioFrameworkActionBase.c:3
SCR_ScenarioFrameworkActionSetCharacterUnconscious
Definition
SCR_ScenarioFrameworkActionSetCharacterUnconscious.c:3
SCR_ScenarioFrameworkGet
Definition
SCR_ScenarioFrameworkGet.c:3
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
scripts
Game
ScenarioFramework
Actions
SCR_ScenarioFrameworkActionSetCharacterUnconscious.c
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1.17.0