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SCR_WeaponMuzzleChamberedCondition.c
Go to the documentation of this file.
1
[
BaseContainerProps
()]
2
class
SCR_WeaponMuzzleChamberedCondition
:
SCR_AvailableActionCondition
3
{
4
//------------------------------------------------------------------------------------------------
6
override
bool
IsAvailable(notnull
SCR_AvailableActionsConditionData
data
)
7
{
8
BaseMuzzleComponent
muzzle =
data
.GetCurrentMuzzle();
9
if
(!muzzle)
10
return
false
;
11
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return
GetReturnResult
(muzzle.IsCurrentBarrelChambered());
13
}
14
}
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
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_WeaponMuzzleChamberedCondition
Definition
SCR_WeaponMuzzleChamberedCondition.c:3
scripts
Game
UI
HUD
AvailableActions
Conditions
Game
Weapon
SCR_WeaponMuzzleChamberedCondition.c
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