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SCR_SoundEditorEffect.c
Go to the documentation of this file.
1
[
BaseContainerProps
(),
SCR_BaseContainerCustomTitleField
(
"m_sSound"
,
"SFX: \"%1\""
)]
7
class
SCR_SoundEditorEffect
:
SCR_BaseEditorEffect
8
{
9
[
Attribute
(
desc
:
"Sound event from *acp file."
)]
10
private
string
m_sSound;
11
12
[
Attribute
(
desc
:
"If sound has priority it will terminate any other UI sfx that are played."
)]
13
protected
bool
m_bSoundHasPriority
;
14
15
override
bool
EOnActivate
(
SCR_BaseEditorComponent
editorComponent,
vector
position
=
vector
.Zero, set<SCR_EditableEntityComponent> entities = null)
16
{
17
SCR_UISoundEntity
.SoundEvent(m_sSound,
m_bSoundHasPriority
);
18
return
true
;
19
}
20
};
BaseContainerProps
SCR_AIAnimation_Loitering BaseContainerProps
Commanding menu commanding element class.
Definition
SCR_AIAnimationWaypoint.c:14
position
vector position
Definition
SCR_DestructibleTreeV2.c:30
SCR_BaseContainerCustomTitleField
SCR_Faction ScriptedFaction SCR_BaseContainerCustomTitleField("m_sCallsign")
Definition
SCR_Faction.c:971
desc
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Definition
SCR_RespawnBriefingComponent.c:17
SCR_BaseEditorComponent
Definition
SCR_BaseEditorComponent.c:120
SCR_BaseEditorEffect
Definition
SCR_BaseEditorEffect.c:8
SCR_SoundEditorEffect
Definition
SCR_SoundEditorEffect.c:8
SCR_SoundEditorEffect::m_bSoundHasPriority
bool m_bSoundHasPriority
Definition
SCR_SoundEditorEffect.c:13
SCR_SoundEditorEffect::EOnActivate
override bool EOnActivate(SCR_BaseEditorComponent editorComponent, vector position=vector.Zero, set< SCR_EditableEntityComponent > entities=null)
Definition
SCR_SoundEditorEffect.c:15
SCR_UISoundEntity
Definition
SCR_UISoundEntity.c:8
vector
Definition
vector.c:13
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
scripts
Game
Editor
Containers
Effects
SCR_SoundEditorEffect.c
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1.17.0