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ScriptedComponentSerializer.c
Go to the documentation of this file.
1
/*
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===========================================
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Do not modify, this script is generated
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===========================================
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*/
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11
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class
ScriptedComponentSerializer
: PersistenceSerializerBase
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{
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/*
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Select when the deserialization should happen. Can be applied early to make the data available before default creation logic in OnPostInit or EOnInit
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Called once and return value is cached for all serializer instances of this type!
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*/
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static
event
EComponentDeserializeEvent
GetDeserializeEvent()
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{
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return
EComponentDeserializeEvent
.AFTER_ENTITY_FINALIZE;
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}
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proto external
protected
ESerializeResult
SerializeNative
(notnull
IEntity
owner, notnull
GenericComponent
component, notnull
SaveContext
context,
ESerializeMode
mode =
ESerializeMode
.NATIVE);
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proto external
protected
bool
DeserializeNative
(notnull
IEntity
owner, notnull
GenericComponent
component, notnull
LoadContext
context,
ESerializeMode
mode =
ESerializeMode
.NATIVE);
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// callbacks
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event
protected
ESerializeResult
Serialize
(notnull
IEntity
owner, notnull
GenericComponent
component, notnull
SaveContext
context) {
return
SerializeNative
(owner, component, context); };
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event
protected
bool
Deserialize
(notnull
IEntity
owner, notnull
GenericComponent
component, notnull
LoadContext
context) {
return
DeserializeNative
(owner, component, context); };
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}
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GenericComponent
Definition
GenericComponent.c:13
IEntity
Definition
IEntity.c:13
LoadContext
Definition
LoadContext.c:17
SaveContext
Definition
SaveContext.c:17
ScriptedComponentSerializer
Definition
ScriptedComponentSerializer.c:13
ScriptedComponentSerializer::Serialize
ESerializeResult Serialize(notnull IEntity owner, notnull GenericComponent component, notnull SaveContext context)
Definition
ScriptedComponentSerializer.c:34
ScriptedComponentSerializer::SerializeNative
ESerializeResult SerializeNative(notnull IEntity owner, notnull GenericComponent component, notnull SaveContext context, ESerializeMode mode=ESerializeMode.NATIVE)
Native serialization logic used by the game. Can be called by scripts before or after custom data or ...
ScriptedComponentSerializer::Deserialize
bool Deserialize(notnull IEntity owner, notnull GenericComponent component, notnull LoadContext context)
Definition
ScriptedComponentSerializer.c:39
ScriptedComponentSerializer::DeserializeNative
bool DeserializeNative(notnull IEntity owner, notnull GenericComponent component, notnull LoadContext context, ESerializeMode mode=ESerializeMode.NATIVE)
Native deserialization logic used by the game. Can be called by scripts before or after custom data o...
EComponentDeserializeEvent
EComponentDeserializeEvent
Definition
EComponentDeserializeEvent.c:13
ESerializeResult
ESerializeResult
Definition
ESerializeResult.c:13
ESerializeMode
ESerializeMode
Definition
ESerializeMode.c:13
scripts
Game
generated
Plugins
Persistence
System
Serializers
ScriptedComponentSerializer.c
Generated by
1.17.0