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SCR_TurnOnAction.c
Go to the documentation of this file.
1
class
SCR_TurnOnAction
:
TurnOnUserAction
2
{
3
//---------------------------------------------------------
4
override
void
PerformAction
(
IEntity
pOwnerEntity,
IEntity
pUserEntity)
5
{
6
RadioBroadcastComponent
broadcastComponent = GetRadioBCComponent();
7
if
(broadcastComponent)
8
{
9
if
(broadcastComponent.GetState())
10
broadcastComponent.EnableRadio(
false
);
11
else
12
broadcastComponent.EnableRadio(
true
);
13
}
14
}
15
16
//------------------------------------------------------------------------------------------------
17
override
bool
CanBePerformedScript(
IEntity
user)
18
{
19
RadioBroadcastComponent
broadcastComponent = GetRadioBCComponent();
20
if
(broadcastComponent)
21
return
true
;
22
23
return
false
;
24
}
25
26
//------------------------------------------------------------------------------------------------
27
override
bool
CanBroadcastScript
()
28
{
29
return
false
;
30
}
31
32
//------------------------------------------------------------------------------------------------
33
override
bool
GetActionNameScript(out
string
outName)
34
{
35
RadioBroadcastComponent
broadcastComponent = GetRadioBCComponent();
36
if
(!broadcastComponent)
37
return
false
;
38
39
if
(broadcastComponent.GetState())
40
outName =
"#AR-UserAction_TurnOff"
;
41
else
42
outName =
"#AR-UserAction_TurnOn"
;
43
44
return
true
;
45
}
46
};
CanBroadcastScript
override bool CanBroadcastScript()
Definition
SCR_LoiterUserAction.c:129
IEntity
Definition
IEntity.c:13
RadioBroadcastComponent
Definition
RadioBroadcastComponent.c:13
SCR_TurnOnAction
Definition
SCR_TurnOnAction.c:2
TurnOnUserAction
Definition
TurnOnUserAction.c:13
PerformAction
@ PerformAction
Definition
EUserActionEvent.c:15
scripts
Game
UserActions
SCR_TurnOnAction.c
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