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SCR_VehiclePersistentBrakeEngagedCondition.c
Go to the documentation of this file.
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2
[
BaseContainerProps
()]
3
class
SCR_VehiclePersistentBrakeEngagedCondition
:
SCR_AvailableActionCondition
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{
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//------------------------------------------------------------------------------------------------
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override
bool
IsAvailable(notnull
SCR_AvailableActionsConditionData
data
)
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{
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CarControllerComponent
carController =
CarControllerComponent
.Cast(
data
.GetCurrentVehicleController());
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return
GetReturnResult
(carController && carController.GetPersistentHandBrake());
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}
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}
BaseContainerProps
SCR_AIAnimation_Loitering BaseContainerProps
Commanding menu commanding element class.
Definition
SCR_AIAnimationWaypoint.c:14
data
Get all prefabs that have the spawner data
Definition
SCR_EntityCatalogManagerComponent.c:320
CarControllerComponent
Definition
CarControllerComponent.c:13
SCR_AvailableActionCondition
A single available action condition representation.
Definition
SCR_AvailableActionCondition.c:4
SCR_AvailableActionCondition::GetReturnResult
bool GetReturnResult(bool desiredResult)
Definition
SCR_AvailableActionCondition.c:22
SCR_AvailableActionsConditionData
Definition
SCR_AvailableActionsConditionData.c:6
SCR_VehiclePersistentBrakeEngagedCondition
Returns true if character is in a vehicle.
Definition
SCR_VehiclePersistentBrakeEngagedCondition.c:4
scripts
Game
UI
HUD
AvailableActions
Conditions
Game
Vehicle
SCR_VehiclePersistentBrakeEngagedCondition.c
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