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Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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Protected Member Functions | |
| bool | GetEntityCallsignIndexes (IEntity entity, out int companyCallsignIndex, out int platoonCallsignIndex, out int squadCallsignIndex, out int characterCallsignIndex) |
| bool | GetEntityCallsignIndexes (SCR_EditableEntityComponent editableEntity, out int companyCallsignIndex, out int platoonCallsignIndex, out int squadCallsignIndex, out int characterCallsignIndex) |
| bool | GetEntityCallsignNames (IEntity entity, out string companyCallsignName, out string platoonCallsignName, out string squadCallsignName, out string characterCallsignName, out string format) |
| bool | GetEntityCallsignNames (SCR_EditableEntityComponent editableEntity, out string companyCallsignName, out string platoonCallsignName, out string squadCallsignName, out string characterCallsignName, out string format) |
| void | AssignCallGroupCallsign (notnull SCR_AIGroup group, Faction faction, SCR_CallsignGroupComponent masterCallsignComponent, out int companyIndex, out int platoonIndex, out int squadIndex) |
| void | AssignFirstAvailableGroupCallsign (Faction faction, out int companyIndex, out int platoonIndex, out int squadIndex) |
| void | AssignCompanySpecificGroupCallsign (Faction faction, out int specificCompanyIndex, out int platoonIndex, out int squadIndex) |
| void | AssignGroupRoleSpecificGroupCallsign (Faction faction, notnull SCR_AIGroup group, out int companyIndex, out int platoonIndex, out int squadIndex) |
| void | AssignRandomGroupCallsigns (Faction faction, out int companyIndex, out int platoonIndex, out int squadIndex) |
| void | MakeGroupCallsignAvailible (Faction faction, int companyIndex, int platoonIndex, int squadIndex) |
| void | RemoveAvailableGroupCallsign (Faction faction, int companyIndex, int platoonIndex, int squadIndex) |
| void | AssignRandomDuplicateCallsign (Faction faction, out int company, out int platoon, out int squad) |
| If all callsigns are taken then assign a random callsign. This is an edge case safety as otherwise entities will be without callsigns. | |
| void | OnPlayerSpawn (int playerId, IEntity playerEntity) |
| Assign callsign for players when they are spawned (Server Only). | |
| void | SetPlayerCallsign (int playerId, int companyIndex, int platoonIndex, int squadIndex, int characterNumber, ERoleCallsign characterRole=ERoleCallsign.NONE) |
| void | OnPlayerLeftGame (int playerId) |
| bool | GetPlayerCallsign (int playerId, out int companyIndex, out int platoonIndex, out int squadIndex, out int characterNumber=-1, out ERoleCallsign characterRole=ERoleCallsign.NONE) |
| ScriptInvokerBase< SCR_GroupsManagerComponent_OnPlayerCallsignChanged > | GetOnPlayerCallsignChanged () |
| Returns ScriptInvoker on player callsign changed. | |
| void | FillAvailableCallsigns () |
| override void | EOnInit (IEntity owner) |
| override void | OnPostInit (IEntity owner) |
| void | ~SCR_CallsignManagerComponent () |
Protected Attributes | |
| ref map< Faction, ref SCR_FactionCallsignData > | m_mAvailableCallsigns = new map<Faction, ref SCR_FactionCallsignData> |
| All available callsigns are stored here. | |
| ref array< ref array< int > > | m_aDuplicateCallsigns = {} |
| Assigned Duplicate callsigns. If all callsigns are assigned then this stores any assigned dupplicates. | |
| ref map< int, ref SCR_PlayerCallsignData > | m_mPlayerCallsignData = new map<int, ref SCR_PlayerCallsignData> |
| Holds all the callsigns that are assigned to players. | |
| ref ScriptInvokerBase< SCR_GroupsManagerComponent_OnPlayerCallsignChanged > | m_OnPlayerCallsignChanged = new ScriptInvokerBase<SCR_GroupsManagerComponent_OnPlayerCallsignChanged>() |
| SCR_GroupsManagerComponent | m_GroupManager |
Definition at line 12 of file SCR_CallsignManagerComponent.c.
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Definition at line 465 of file SCR_CallsignManagerComponent.c.
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Uses the faction to get available company, platoon and squad index and makes these unavailable so they are not picked until available again
| [in] | group | to assign callsign |
| [in] | faction | faction to assign callsigns |
| [out] | companyIndex | to assign |
| [out] | platoonIndex | to assign |
| [out] | squadIndex | to assign |
Definition at line 103 of file SCR_CallsignManagerComponent.c.
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Definition at line 161 of file SCR_CallsignManagerComponent.c.
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Definition at line 142 of file SCR_CallsignManagerComponent.c.
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Definition at line 179 of file SCR_CallsignManagerComponent.c.
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If all callsigns are taken then assign a random callsign. This is an edge case safety as otherwise entities will be without callsigns.
Definition at line 269 of file SCR_CallsignManagerComponent.c.
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| [in] | faction | |
| [out] | companyIndex | |
| [out] | platoonIndex | |
| [out] | squadIndex |
Definition at line 208 of file SCR_CallsignManagerComponent.c.
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Definition at line 435 of file SCR_CallsignManagerComponent.c.
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Definition at line 390 of file SCR_CallsignManagerComponent.c.
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Get the callsign indexes assigned to entity
| [in] | entity | IEntity to get callsign off |
| [out] | company | index |
| [out] | platoon | index |
| [out] | squad | index |
| [out] | character | index, either role or character index, will return -1 if not a character |
Definition at line 40 of file SCR_CallsignManagerComponent.c.
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Get the callsign indexes assigned to entity
| [in] | editableEntity | SCR_EditableEntityComponent to get callsign off |
| [out] | company | index |
| [out] | platoon | index |
| [out] | squad | index |
| [out] | character | index, either role or character index, will return -1 if not a character |
Definition at line 56 of file SCR_CallsignManagerComponent.c.
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Get the callsign names assigned to entity
| [in] | entity | IEntity to get callsign off |
| [out] | company | name |
| [out] | platoon | name |
| [out] | squad | name |
| [out] | character | name (Optinal if callsign assigned to a character) |
| [out] | format |
Definition at line 71 of file SCR_CallsignManagerComponent.c.
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Get the callsign names assigned to editableEntity
| [in] | editableEntity | SCR_EditableEntityComponent to get callsign off |
| [out] | company | name |
| [out] | platoon | name |
| [out] | squad | name |
| [out] | character | name (Optinal if callsign assigned to a character) |
| [out] | format |
Definition at line 91 of file SCR_CallsignManagerComponent.c.
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Returns ScriptInvoker on player callsign changed.
Definition at line 384 of file SCR_CallsignManagerComponent.c.
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| [in] | playerId | |
| [out] | companyIndex | |
| [out] | platoonIndex | |
| [out] | squadIndex | |
| [out] | characterNumber | |
| [out] | characterRole |
Definition at line 373 of file SCR_CallsignManagerComponent.c.
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Makes the given callsign indexes available again for the faction. Called when the entity with the callsign is destroyed or switches factions
| [in] | faction | faction of callsigns |
| [in] | companyIndex | to make available |
| [in] | platoonIndex | to make available |
| [in] | squadIndex | to make available |
Definition at line 233 of file SCR_CallsignManagerComponent.c.
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Definition at line 359 of file SCR_CallsignManagerComponent.c.
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Assign callsign for players when they are spawned (Server Only).
Definition at line 292 of file SCR_CallsignManagerComponent.c.
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Definition at line 453 of file SCR_CallsignManagerComponent.c.
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Definition at line 260 of file SCR_CallsignManagerComponent.c.
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| [in] | playerId | |
| [in] | companyIndex | |
| [in] | platoonIndex | |
| [in] | squadIndex | |
| [in] | characterNumber | |
| [in] | characterRole |
Definition at line 336 of file SCR_CallsignManagerComponent.c.
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Assigned Duplicate callsigns. If all callsigns are assigned then this stores any assigned dupplicates.
Definition at line 18 of file SCR_CallsignManagerComponent.c.
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Definition at line 27 of file SCR_CallsignManagerComponent.c.
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All available callsigns are stored here.
Definition at line 15 of file SCR_CallsignManagerComponent.c.
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Holds all the callsigns that are assigned to players.
Definition at line 21 of file SCR_CallsignManagerComponent.c.
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Definition at line 24 of file SCR_CallsignManagerComponent.c.