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SCR_ScenarioFrameworkSlotDefend.c
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1
[
EntityEditorProps
(
category
:
"GameScripted/ScenarioFramework/Slot"
, description:
""
)]
2
class
SCR_ScenarioFrameworkSlotDefendClass
:
SCR_ScenarioFrameworkSlotTaskAIClass
3
{
4
}
5
6
class
SCR_ScenarioFrameworkSlotDefend
: SCR_ScenarioFrameworkSlotTaskAI
7
{
8
//------------------------------------------------------------------------------------------------
11
override
void
DynamicDespawn
(
SCR_ScenarioFrameworkLayerBase
layer
)
12
{
13
GetOnAllChildrenSpawned
().Remove(
DynamicDespawn
);
14
if
(!
m_Entity
&& !
SCR_StringHelper
.
IsEmptyOrWhiteSpace
(m_sObjectToSpawn))
15
{
16
GetOnAllChildrenSpawned
().Insert(
DynamicDespawn
);
17
return
;
18
}
19
20
if
(!
m_bInitiated
||
m_bExcludeFromDynamicDespawn
)
21
return
;
22
23
m_bInitiated
=
false
;
24
m_bDynamicallyDespawned
=
true
;
25
if
(
m_Entity
)
26
m_vPosition
=
m_Entity
.GetOrigin();
27
28
m_aSpawnedEntities
.RemoveItem(null);
29
foreach
(
IEntity
entity :
m_aSpawnedEntities
)
30
{
31
m_vPosition
= entity.GetOrigin();
32
SCR_EntityHelper.DeleteEntityAndChildren(entity);
33
}
34
35
m_aSpawnedEntities
.Clear();
36
}
37
38
//------------------------------------------------------------------------------------------------
39
// constructor
43
void
SCR_ScenarioFrameworkSlotDefend
(
IEntityComponentSource
src,
IEntity
ent,
IEntity
parent)
44
{
45
#ifdef WORKBENCH
46
m_iDebugShapeColor
=
ARGB
(100, 0x00, 0x10, 0xFF);
47
#endif
48
}
49
}
layer
LayerPresets layer
m_vPosition
vector m_vPosition
Definition
SCR_AITalkRequest.c:23
m_Entity
enum EAITargetInfoCategory m_Entity
EntityEditorProps
enum SCR_ECompassType EntityEditorProps(category:"GameScripted/Gadgets", description:"Compass", color:"0 0 255 255")
Prefab data class for compass component.
Definition
SCR_CompassComponent.c:10
m_iDebugShapeColor
int m_iDebugShapeColor
Definition
SCR_ScenarioFrameworkLayerBase.c:81
m_aSpawnedEntities
ref array< IEntity > m_aSpawnedEntities
Definition
SCR_ScenarioFrameworkLayerBase.c:74
GetOnAllChildrenSpawned
ScriptInvokerScenarioFrameworkLayer GetOnAllChildrenSpawned()
Definition
SCR_ScenarioFrameworkLayerBase.c:694
m_bExcludeFromDynamicDespawn
bool m_bExcludeFromDynamicDespawn
Definition
SCR_ScenarioFrameworkLayerBase.c:64
m_bInitiated
bool m_bInitiated
Definition
SCR_ScenarioFrameworkLayerBase.c:84
SCR_ScenarioFrameworkLayerBase
void SCR_ScenarioFrameworkLayerBase(IEntityComponentSource src, IEntity ent, IEntity parent)
Definition
SCR_ScenarioFrameworkLayerBase.c:1411
DynamicDespawn
void DynamicDespawn(SCR_ScenarioFrameworkLayerBase layer)
Definition
SCR_ScenarioFrameworkLayerBase.c:1023
m_bDynamicallyDespawned
bool m_bDynamicallyDespawned
Definition
SCR_ScenarioFrameworkLayerBase.c:85
SCR_ScenarioFrameworkSlotDefend
void SCR_ScenarioFrameworkSlotDefend(IEntityComponentSource src, IEntity ent, IEntity parent)
Definition
SCR_ScenarioFrameworkSlotDefend.c:43
category
params category
Definition
SCR_VehicleDamageManagerComponent.c:302
IEntity
enum EVehicleType IEntity
IEntityComponentSource
Definition
IEntityComponentSource.c:13
IEntity
Definition
IEntity.c:13
SCR_ScenarioFrameworkSlotDefendClass
Definition
SCR_ScenarioFrameworkSlotDefend.c:3
SCR_ScenarioFrameworkSlotTaskAIClass
Definition
SCR_ScenarioFrameworkSlotTaskAI.c:3
SCR_StringHelper
Definition
SCR_StringHelper.c:2
SCR_StringHelper::IsEmptyOrWhiteSpace
static bool IsEmptyOrWhiteSpace(string input)
Definition
SCR_StringHelper.c:594
ARGB
proto int ARGB(int a, int r, int g, int b)
scripts
Game
ScenarioFramework
Components
SCR_ScenarioFrameworkSlotDefend.c
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1.17.0