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SCR_VehicleLockControlsAction.c
Go to the documentation of this file.
1
class
SCR_VehicleLockControlsAction
:
SCR_VehicleActionBase
2
{
3
//------------------------------------------------------------------------------------------------
4
override
void
PerformAction
(
IEntity
pOwnerEntity,
IEntity
pUserEntity)
5
{
6
VehicleControllerComponent controller = VehicleControllerComponent.Cast(
m_VehicleController
);
7
if
(controller)
8
{
9
bool
bWantedState = controller.ArePilotControlsLocked();
10
if
(
RplSession
.Mode() !=
RplMode
.Client)
11
bWantedState = !bWantedState;
12
controller.LockPilotControls(bWantedState);
13
}
14
}
15
16
//------------------------------------------------------------------------------------------------
18
override
bool
GetState
()
19
{
20
VehicleControllerComponent controller = VehicleControllerComponent.Cast(
m_VehicleController
);
21
if
(controller)
22
{
23
bool
bCurrentState = controller.ArePilotControlsLocked();
24
return
bCurrentState;
25
}
26
27
return
false
;
28
}
29
};
RplMode
RplMode
Mode of replication.
Definition
RplMode.c:9
IEntity
Definition
IEntity.c:13
RplSession
Definition
RplSession.c:8
SCR_VehicleActionBase
Definition
SCR_VehicleActionBase.c:2
SCR_VehicleActionBase::GetState
bool GetState()
Current state of the feature.
Definition
SCR_VehicleActionBase.c:100
SCR_VehicleActionBase::m_VehicleController
CompartmentControllerComponent m_VehicleController
Definition
SCR_VehicleActionBase.c:33
SCR_VehicleLockControlsAction
Definition
SCR_VehicleLockControlsAction.c:2
PerformAction
@ PerformAction
Definition
EUserActionEvent.c:15
scripts
Game
UserActions
SCR_VehicleLockControlsAction.c
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