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SCR_WeaponFireModeCondition.c
Go to the documentation of this file.
1
//------------------------------------------------------------------------------------------------
2
[
BaseContainerProps
()]
3
class
SCR_WeaponFiremodeCondition
:
SCR_AvailableActionCondition
4
{
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[
Attribute
(defvalue:
EWeaponFiremodeType
.Safety.ToString(),
desc
:
"Fire mode to check"
, uiwidget:
UIWidgets
.ComboBox, enumType:
EWeaponFiremodeType
)]
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protected
EWeaponFiremodeType
m_iValue
;
7
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[
Attribute
(
"true"
, uiwidget:
UIWidgets
.CheckBox,
"True = currently active, False = contains"
)]
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protected
bool
m_bIsCurrent
;
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11
//------------------------------------------------------------------------------------------------
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override
bool
IsAvailable
(notnull
SCR_AvailableActionsConditionData
data
)
13
{
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// Check muzzle
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BaseMuzzleComponent
muzzle =
data
.GetCurrentMuzzle();
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if
(!muzzle)
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return
false
;
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// Get result
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bool
result;
21
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if
(
m_bIsCurrent
)
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{
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BaseFireMode
mode = muzzle.GetCurrentFireMode();
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if
(mode)
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result = (mode.GetFiremodeType() ==
m_iValue
);
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}
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else
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result =
ContainsMode
(muzzle,
m_iValue
);
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return
GetReturnResult
(result);
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}
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//------------------------------------------------------------------------------------------------
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protected
bool
ContainsMode
(
BaseMuzzleComponent
muzzle,
EWeaponFiremodeType
modeType)
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{
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// Get fire modes list
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array<BaseFireMode> fireModes = {};
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muzzle.GetFireModesList(fireModes);
40
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// Go throught fire modes
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int
count = fireModes.Count();
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for
(
int
i = 0; i < count; i++)
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{
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// Contains mode
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if
(fireModes[i].GetFiremodeType() == modeType)
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return
true
;
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}
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// Not found
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return
false
;
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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
desc
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Definition
SCR_RespawnBriefingComponent.c:17
BaseFireMode
Definition
BaseFireMode.c:13
BaseMuzzleComponent
Definition
BaseMuzzleComponent.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_WeaponFiremodeCondition
Definition
SCR_WeaponFireModeCondition.c:4
SCR_WeaponFiremodeCondition::m_iValue
EWeaponFiremodeType m_iValue
Definition
SCR_WeaponFireModeCondition.c:6
SCR_WeaponFiremodeCondition::m_bIsCurrent
bool m_bIsCurrent
Definition
SCR_WeaponFireModeCondition.c:9
SCR_WeaponFiremodeCondition::IsAvailable
override bool IsAvailable(notnull SCR_AvailableActionsConditionData data)
Definition
SCR_WeaponFireModeCondition.c:12
SCR_WeaponFiremodeCondition::ContainsMode
bool ContainsMode(BaseMuzzleComponent muzzle, EWeaponFiremodeType modeType)
Definition
SCR_WeaponFireModeCondition.c:35
UIWidgets
Definition
attributes.c:40
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
EWeaponFiremodeType
EWeaponFiremodeType
Definition
EWeaponFiremodeType.c:13
scripts
Game
UI
HUD
AvailableActions
Conditions
Game
Weapon
SCR_WeaponFireModeCondition.c
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1.17.0