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SCR_VehicleWeaponActionBase.c
Go to the documentation of this file.
1
//------------------------------------------------------------------------------------------------
2
class
SCR_VehicleWeaponActionBase
:
SCR_VehicleActionBase
3
{
4
protected
SCR_FireModeManagerComponent
fireModeManager
;
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7
[
Attribute
(
desc
:
"Action sound event name"
)]
8
protected
string
m_sActionSoundEvent
;
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10
//------------------------------------------------------------------------------------------------
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override
void
Init
(
IEntity
pOwnerEntity,
GenericComponent
pManagerComponent)
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{
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super.Init(pOwnerEntity, pManagerComponent);
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fireModeManager
= SCR_FireModeManagerComponent.Cast(
GetOwner
().FindComponent(SCR_FireModeManagerComponent));
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}
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//------------------------------------------------------------------------------------------------
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override
void
PerformAction
(
IEntity
pOwnerEntity,
IEntity
pUserEntity)
21
{
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super.PerformAction(pOwnerEntity, pUserEntity);
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PlayActionSound
();
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}
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//------------------------------------------------------------------------------------------------
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protected
void
PlayActionSound
()
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{
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if
(
m_sActionSoundEvent
.IsEmpty())
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return
;
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SoundComponent
soundComp =
SoundComponent
.Cast(
GetOwner
().GetRootParent().FindComponent(
SoundComponent
));
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if
(!soundComp)
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return
;
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vector
contextTransform[4];
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GetActiveContext
().GetTransformationModel(contextTransform);
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soundComp.SoundEventOffset(
m_sActionSoundEvent
, contextTransform[3]);
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}
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}
desc
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Definition
SCR_RespawnBriefingComponent.c:17
BaseUserAction::GetActiveContext
proto external UserActionContext GetActiveContext()
Getter for m_pActiveContext.
BaseUserAction::GetOwner
proto external IEntity GetOwner()
Returns the parent entity of this action.
GenericComponent
Definition
GenericComponent.c:13
IEntity
Definition
IEntity.c:13
SCR_VehicleActionBase
Definition
SCR_VehicleActionBase.c:2
SCR_VehicleWeaponActionBase
Definition
SCR_VehicleWeaponActionBase.c:3
SCR_VehicleWeaponActionBase::m_sActionSoundEvent
string m_sActionSoundEvent
Movement sound event name.
Definition
SCR_VehicleWeaponActionBase.c:8
SCR_VehicleWeaponActionBase::Init
override void Init(IEntity pOwnerEntity, GenericComponent pManagerComponent)
Definition
SCR_VehicleWeaponActionBase.c:11
SCR_VehicleWeaponActionBase::PerformAction
override void PerformAction(IEntity pOwnerEntity, IEntity pUserEntity)
By default toggle the current state of the interaction.
Definition
SCR_VehicleWeaponActionBase.c:20
SCR_VehicleWeaponActionBase::PlayActionSound
void PlayActionSound()
Definition
SCR_VehicleWeaponActionBase.c:28
SCR_VehicleWeaponActionBase::fireModeManager
SCR_FireModeManagerComponent fireModeManager
Definition
SCR_VehicleWeaponActionBase.c:4
SoundComponent
Definition
SoundComponent.c:13
vector
Definition
vector.c:13
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
scripts
Game
UserActions
SCR_VehicleWeaponActionBase.c
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