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SCR_VehicleTurretAzimuthDisplay.c
Go to the documentation of this file.
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class
SCR_VehicleTurretAzimuthDisplay
:
SCR_BaseWeaponAzimuthDisplay
3
{
4
//------------------------------------------------------------------------------------------------
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override
vector
GetMuzzleDirection
()
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{
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if
(!
m_TurretController
)
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return
vector
.Zero;
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BaseWeaponManagerComponent weaponManager =
m_TurretController
.GetWeaponManager();
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if
(!weaponManager)
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return
vector
.Zero;
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WeaponSlotComponent
weaponSlot = weaponManager.GetCurrentSlot();
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if
(!weaponSlot)
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return
vector
.Zero;
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IEntity
weaponEntity = weaponSlot.GetWeaponEntity();
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if
(!weaponEntity)
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return
vector
.Zero;
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vector
transformLocal[4];
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weaponEntity.
GetTransform
(transformLocal);
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return
transformLocal[2];
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}
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}
IEntity
Definition
IEntity.c:13
IEntity::GetTransform
proto external void GetTransform(out vector mat[])
SCR_BaseHeadingDisplay::m_TurretController
TurretControllerComponent m_TurretController
Definition
SCR_BaseHeadingDisplay.c:57
SCR_BaseHeadingDisplay::GetMuzzleDirection
vector GetMuzzleDirection()
Definition
SCR_BaseHeadingDisplay.c:120
SCR_BaseWeaponAzimuthDisplay
Definition
SCR_BaseWeaponAzimuthDisplay.c:2
SCR_VehicleTurretAzimuthDisplay
Use this class when working with vehicles as they need SightsTransform instead of MuzzleTransform.
Definition
SCR_VehicleTurretAzimuthDisplay.c:3
WeaponSlotComponent
Definition
WeaponSlotComponent.c:13
vector
Definition
vector.c:13
scripts
Game
UI
HUD
MortarInfo
SCR_VehicleTurretAzimuthDisplay.c
Generated by
1.17.0