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SCR_VehicleWeaponAmmoCondition.c
Go to the documentation of this file.
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[
BaseContainerProps
()]
3
class
SCR_VehicleWeaponAmmoCondition
:
SCR_AvailableActionCondition
4
{
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[
Attribute
(defvalue:
SCR_ComparerOperator
.GREATER_THAN.ToString(),
desc
:
"Condition operator"
, uiwidget:
UIWidgets
.ComboBox, enumType:
SCR_ComparerOperator
)]
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private
SCR_ComparerOperator
m_eOperator;
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[
Attribute
(
"1"
,
UIWidgets
.ComboBox,
"Should comparison be done using percentage of ammo?"
,
""
)]
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private
bool
m_bComparePercentage;
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[
Attribute
(
"2"
,
UIWidgets
.EditBox,
"Percentages are 0-100, non-percentage values are rounded to integers"
,
""
)]
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private
float
m_fValue;
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//------------------------------------------------------------------------------------------------
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override
bool
IsAvailable(notnull
SCR_AvailableActionsConditionData
data
)
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{
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BaseWeaponComponent
weapon =
data
.GetCurrentVehicleWeapon();
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if
(!weapon)
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return
false
;
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BaseMagazineComponent
magazine = weapon.GetCurrentMagazine();
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if
(!magazine)
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return
false
;
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int
current = magazine.GetAmmoCount();
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int
max = magazine.GetMaxAmmoCount();
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bool
result =
false
;
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if
(m_bComparePercentage)
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{
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if
(max > 0.0)
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{
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float
perc = (current/(
float
)max) * 100.0;
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result = SCR_Comparer<float>.Compare(m_eOperator, perc, m_fValue);
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return
GetReturnResult
(result);
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}
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return
GetReturnResult
(
false
);
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}
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result = SCR_Comparer<int>.Compare(m_eOperator, current, (
int
)m_fValue);
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return
GetReturnResult
(result);
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}
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}
BaseContainerProps
SCR_AIAnimation_Loitering BaseContainerProps
Commanding menu commanding element class.
Definition
SCR_AIAnimationWaypoint.c:14
SCR_ComparerOperator
SCR_ComparerOperator
Definition
SCR_Comparer.c:3
data
Get all prefabs that have the spawner data
Definition
SCR_EntityCatalogManagerComponent.c:320
desc
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Definition
SCR_RespawnBriefingComponent.c:17
BaseMagazineComponent
Definition
BaseMagazineComponent.c:13
BaseWeaponComponent
Definition
BaseWeaponComponent.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_VehicleWeaponAmmoCondition
Returns true if ammo of current vehicle weapon matches the condition.
Definition
SCR_VehicleWeaponAmmoCondition.c:4
UIWidgets
Definition
attributes.c:40
float
Definition
float.c:13
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
scripts
Game
UI
HUD
AvailableActions
Conditions
Game
Vehicle
SCR_VehicleWeaponAmmoCondition.c
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