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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 | |
| override event bool | ShouldBePaused () |
| Is this system should be paused while the simulation is paused? | |
| void | RpcDo_SetSignalOnEntity (EntityID pEntID, string signalName, int val) |
| void | SetSignalValue (IEntity entity, string signalName, int val) |
| void | RpcDo_PlaySoundOnEntity (EntityID pEntID, string sSndName) |
| void | PlaySoundOnEntity (IEntity entity, string sSndName) |
| void | RpcDo_PlayCommunicationSoundOnEntity (EntityID pEntID, string sSndName) |
| void | PlayCommunicationSoundOnEntity (IEntity entity, string sSndName) |
| void | PlayIntroVoiceline (int playerID, string eventName, EntityID entityID) |
| void | RpcDo_PlayIntroVoiceline (int playerID, string eventName, EntityID entityID) |
| void | RpcDo_PlaySoundOnEntityPosition (RplId objectID, string soundFile, string soundEventName) |
| void | PlaySoundOnEntityPosition (IEntity object, string soundFile, string soundEventName) |
| SCR_Task | GetLastFinishedTask () |
| SCR_ScenarioFrameworkLayerBase | GetLastFinishedTaskLayer () |
| array< SCR_ScenarioFrameworkArea > | GetAreas () |
| void | OnTaskAdded (SCR_Task task) |
| void | OnTaskAddedCalledLater (SCR_Task task) |
| void | OnTaskUpdate (SCR_Task task, SCR_ETaskState taskState) |
| void | SetMissionEndScreen (EGameOverTypes GameOverType) |
| void | Finish () |
| Finishes current game mode, sets match over flag, and ends game mode with specified type. | |
| bool | GetIsMatchOver () |
| ScriptInvoker | GetOnAllAreasInitiated () |
| SCR_ScenarioFrameworkArea | SelectNearestAreaByTaskType (SCR_ESFTaskType eTaskType) |
| bool | IsMaster () |
| void | RegisterArea (SCR_ScenarioFrameworkArea area) |
| void | UnregisterArea (SCR_ScenarioFrameworkArea area) |
| void | LoadComponentSettings () |
| Loads component settings from SCR_GameModeSFManager. | |
| void | LoadHeaderSettings () |
| Loads mission header settings. | |
| void | OnInit () |
| Registers debug menus for ScenarioFramework in DiagMenu. | |
| bool | Init () |
| void | PostInit () |
| Generates tasks for debug shape layers on player connect, if any. | |
| void | OnPlayerConnected (int playerID) |
| void | SyncDebugShapes (int playerID) |
| void | SpawnRandomTask (int countSafe=0) |
| void | GenerateTasks () |
| Main function responsible for selecting available tasks and spawning the areas related to the tasks. | |
| void | CreateVariableValue (string key, string value) |
| Create a new global variable at the scenario. | |
| void | RpcDo_CreateVariableValue (string key, string value, int playerID) |
| Create a new global variable at the scenario. | |
| void | SetVariableValue (string key, string value) |
| Set a value to global variable at the scenario. | |
| void | RpcDo_SetVariableValue (string key, string value) |
| Set a value to global variable at the scenario. | |
| bool | GetVariable (string key, out string value) |
| Get value of given variable. | |
| void | ProcessVoicelineEnumAndString (typename targetEnum, string targetString) |
| void | AfterLayerTasksInit () |
| Executes AfterTasksInitActions after all Layer Tasks are finished spawning. | |
| void | GenerateSingleTask (int index) |
| SCR_ScenarioFrameworkArea | SelectRandomAreaByTaskType (SCR_ESFTaskType eTaskType) |
| SCR_ScenarioFrameworkArea | GetParentArea (IEntity child) |
| void | PrepareAreaSpecificDynamicDespawn (SCR_ScenarioFrameworkArea area, bool staySpawned=false, int despawnRange=0) |
| void | RemoveAreaSpecificDynamicDespawn (SCR_ScenarioFrameworkArea area, bool staySpawned=false) |
| void | PrepareDynamicDespawn () |
| Prepares dynamic spawn/despawn. | |
| void | CheckDistance () |
| Refreshes array of player characters and checks which areas should spawn/despawn. | |
| void | DynamicSpawn () |
| Goes over despawned areas and checks whether or not said area should spawn. | |
| void | DynamicDespawn () |
| Goes over spawned areas and checks whether or not said area should despawn. | |
| void | ShowHint (string sTitle, string sSubtitle, int timeOut, FactionKey factionKey="", int playerID=-1) |
| void | RpcDo_ShowHint (string sTitle, string sSubtitle, int timeOut, FactionKey factionKey, int playerID) |
| void | HideHint (FactionKey factionKey="", int playerID=-1) |
| void | RpcDo_HideHint (FactionKey factionKey, int playerID) |
| void | PopUpMessage (string sTitle, string sSubtitle, FactionKey factionKey="", int playerID=-1, string titleParam1="", string titleParam2="", string subtitleParam1="", string subtitleParam2="") |
| void | RpcDo_PopUpMessage (string sTitle, string sSubtitle, FactionKey factionKey, int playerID, string titleParam1, string titleParam2, string subtitleParam1, string subtitleParam2) |
| void | ManageLayerDebugShape (EntityID id, bool draw, float radius, bool runtime) |
| void | RpcDo_ManageLayerDebugShape (int playerID, EntityID id, bool draw, float radius) |
| void | ShowLayout (int playerId=-1, EntityID actionOwnerEntId=EntityID.INVALID, int layoutId=-1, float fadeIn=-1, float fadeOut=-1, float visibilityTime=-1, float opacity=-1) |
| void | RpcDo_ShowLayout (int playerID, EntityID actionOwnerEntId, int layoutId, float fadeIn, float fadeOut, float visibilityTime, float opacity) |
| void | FadeOut (Widget imgWidget, float fadeOut) |
| SCR_ScenarioFrameworkActionShowLayout | GetLayoutComponent (SCR_ScenarioFrameworkLayerBase layerBase, int layoutId) |
| SCR_ScenarioFrameworkActionShowLayout | CheckSubActions (SCR_ScenarioFrameworkActionBase action, int layoutId) |
| void | OnUpdatePoint (WorldUpdatePointArgs args) |
| void | OnDiag (float timeSlice) |
| void | ~SCR_ScenarioFrameworkSystem () |
| Clears CallQueue after destruction of this system. | |
Static Protected Member Functions | |
| static SCR_ScenarioFrameworkSystem | GetInstance () |
| static ScriptCallQueue | GetCallQueuePausable () |
| static ScriptInvokerScenarioFrameworkSlotAI | GetOnSlotAISpawned () |
| static void | InvokeSlotAISpawned (SCR_ScenarioFrameworkLayerBase layer, IEntity entity) |
| static bool | IsSaveGameLoading () |
| static bool | IsWorldLoadInit () |
Static Protected Attributes | |
| static ref ScriptCallQueue | s_CallQueuePausable = new ScriptCallQueue() |
Definition at line 1 of file SCR_ScenarioFrameworkSystem.c.
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Clears CallQueue after destruction of this system.
Definition at line 1774 of file SCR_ScenarioFrameworkSystem.c.
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Executes AfterTasksInitActions after all Layer Tasks are finished spawning.
Definition at line 1121 of file SCR_ScenarioFrameworkSystem.c.
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Refreshes array of player characters and checks which areas should spawn/despawn.
Definition at line 1319 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 1715 of file SCR_ScenarioFrameworkSystem.c.
Create a new global variable at the scenario.
Definition at line 1051 of file SCR_ScenarioFrameworkSystem.c.
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Goes over spawned areas and checks whether or not said area should despawn.
Definition at line 1369 of file SCR_ScenarioFrameworkSystem.c.
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Goes over despawned areas and checks whether or not said area should spawn.
Definition at line 1345 of file SCR_ScenarioFrameworkSystem.c.
Definition at line 1667 of file SCR_ScenarioFrameworkSystem.c.
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Finishes current game mode, sets match over flag, and ends game mode with specified type.
Definition at line 519 of file SCR_ScenarioFrameworkSystem.c.
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Generates an area with a layer and slot tasks, if valid indices provided.
| [in] | index | Index represents the specific task configuration for slot, layer, and area in the scenario. |
Definition at line 1146 of file SCR_ScenarioFrameworkSystem.c.
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Main function responsible for selecting available tasks and spawning the areas related to the tasks.
Definition at line 912 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 389 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 87 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 76 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 530 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 375 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 382 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 1679 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 537 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 94 of file SCR_ScenarioFrameworkSystem.c.
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Get parent area the object is nested into
| [in] | child |
Definition at line 1227 of file SCR_ScenarioFrameworkSystem.c.
Get value of given variable.
Definition at line 1093 of file SCR_ScenarioFrameworkSystem.c.
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Hide current hint
| [in] | factionKey | represents the identifier for the faction in the game world. |
| [in] | playerID | represents the unique identifier for the player receiving the hint. |
Definition at line 1448 of file SCR_ScenarioFrameworkSystem.c.
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Initializes scenario framework system
Definition at line 716 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 103 of file SCR_ScenarioFrameworkSystem.c.
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Checks if current game mode has RplComponent and is not a proxy.
Definition at line 580 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 1735 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 1742 of file SCR_ScenarioFrameworkSystem.c.
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Loads component settings from SCR_GameModeSFManager.
Definition at line 614 of file SCR_ScenarioFrameworkSystem.c.
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Loads mission header settings.
Definition at line 633 of file SCR_ScenarioFrameworkSystem.c.
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Manages layer debug shape visibility and radius, updates event mask if draw is true, stores layer IDs for runtime in session
| [in] | id | Entity ID represents the unique identifier for an entity in the game world, used to find and manipulate specific objects in the simulation |
| [in] | draw | represents whether to display debug shape for the layer during runtime. |
| [in] | radius | represents the size of debug shape drawn around the layer entity in the game world. |
| [in] | runtime | determines if debug shapes should be drawn during gameplay or not. |
Definition at line 1533 of file SCR_ScenarioFrameworkSystem.c.
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| [in] | timeSlice | interval for diagnostics update. |
Definition at line 1765 of file SCR_ScenarioFrameworkSystem.c.
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Registers debug menus for ScenarioFramework in DiagMenu.
Definition at line 678 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 823 of file SCR_ScenarioFrameworkSystem.c.
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| [in] | task | Displays a message when a new task is created, indicating if it's for a specific faction or not. |
Definition at line 396 of file SCR_ScenarioFrameworkSystem.c.
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| [in] | task | Displays a message when a new task is created, indicating if it's for a specific faction or not. |
Definition at line 403 of file SCR_ScenarioFrameworkSystem.c.
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Updates task properties, checks if task is finished, and triggers pop-up messages or slot task updates based on event
| [in] | task | Updates task properties, checks for finished tasks, triggers pop-up messages, and invokes onTaskStateChanged event |
| [in] | taskState | representing changes in task properties, excluding creation, completion, or assignee changes. |
Definition at line 443 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 1749 of file SCR_ScenarioFrameworkSystem.c.
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Plays communication sound on entity or game mode if entity is null.
| [in] | entity | Represents an in-game object or character. |
| [in] | sSndName | sSndName is the name of the sound file to play on the specified entity. |
Definition at line 218 of file SCR_ScenarioFrameworkSystem.c.
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Plays intro voiceline for player with specified event name and entity ID.
| [in] | playerID | Player ID represents the unique identifier for the player in the game. |
| [in] | eventName | Plays intro voiceline for event. |
| [in] | entityID | EntityID represents the ID of the entity playing the intro voiceline. |
Definition at line 237 of file SCR_ScenarioFrameworkSystem.c.
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Plays sound on entity or game mode if entity is null.
| [in] | entity | Represents an in-game object or character. |
| [in] | sSndName | sSndName is the name of the sound file to play on the specified entity. |
Definition at line 179 of file SCR_ScenarioFrameworkSystem.c.
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Plays sound event on the position of provided entity
| [in] | object | where taht sound will be played |
| [in] | soundFile | resource name of a sound file that contains desired event |
| [in] | soundEventName | name of a sound event that will be used to play a sound |
Definition at line 355 of file SCR_ScenarioFrameworkSystem.c.
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Displays a pop-up message with title, subtitle, optional faction key, and optional player ID.
| [in] | sTitle | for pop-up message displayed on screen. |
| [in] | sSubtitle | is the secondary message displayed in the pop-up message box. |
| [in] | factionKey | represents the identifier for the faction in the game, used to specify which faction's message is being |
| [in] | playerID | represents the unique identifier for the player receiving the pop-up message. |
Definition at line 1489 of file SCR_ScenarioFrameworkSystem.c.
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Generates tasks for debug shape layers on player connect, if any.
Definition at line 803 of file SCR_ScenarioFrameworkSystem.c.
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Prepares dynamic spawn/despawn for specific area (Intended for runtime usage)
| [in] | area | |
| [in] | staySpawned |
Definition at line 1250 of file SCR_ScenarioFrameworkSystem.c.
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Prepares dynamic spawn/despawn.
Definition at line 1296 of file SCR_ScenarioFrameworkSystem.c.
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Processes voice line enum and string, assigns index if match found.
| [in] | targetEnum | TargetEnum is an enum type representing combat operations in the game, used for indexing voice lines based on the given string. |
| [in] | targetString | Represents a string value associated with an enum in the SCR_ECombatOps_Everon_Tasks enum |
Definition at line 1108 of file SCR_ScenarioFrameworkSystem.c.
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Registers new area in scenario framework areas list.
| [in] | area | to be registered. |
Definition at line 597 of file SCR_ScenarioFrameworkSystem.c.
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Removes dynamic spawn/despawn for specific area (Intended for runtime usage)
| [in] | area | |
| [in] | staySpawned |
Definition at line 1271 of file SCR_ScenarioFrameworkSystem.c.
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Create a new global variable at the scenario.
Definition at line 1060 of file SCR_ScenarioFrameworkSystem.c.
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Hide current hint.
| [in] | factionKey | represents the identifier for the faction in the game, used to check if the local player is part of it |
| [in] | playerID | represents the unique identifier for a player in the game. |
Definition at line 1459 of file SCR_ScenarioFrameworkSystem.c.
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Manages layer debug shape visibility and radius for specified player.
| [in] | playerID | Player ID represents the unique identifier for the player controlling the action in the method. |
| [in] | id | Represents entity ID for scenario layer in the game world. |
| [in] | draw | parameter represents whether to enable or disable debug shapes for the specified layer during runtime. |
| [in] | radius | represents the size of debug shape drawn around the layer during runtime. |
Definition at line 1563 of file SCR_ScenarioFrameworkSystem.c.
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Plays sound on entity by ID.
| [in] | pEntID | Entity ID representing an object in the game world. |
| [in] | sSndName | Sound name for playing sound on entity. |
Definition at line 198 of file SCR_ScenarioFrameworkSystem.c.
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Plays intro voiceline event for player, sets objectives based on indexes, and plays sound event.
| [in] | playerID | Player ID represents the unique identifier for the player in the game. |
| [in] | eventName | EventName is the name of the sound event to be played for the player when intro voiceline is triggered. |
| [in] | entityID | EntityID represents an optional parameter for specifying an entity in the game world to which the intro voice line should be played. |
Definition at line 250 of file SCR_ScenarioFrameworkSystem.c.
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Plays sound on entity by ID.
| [in] | pEntID | Entity ID representing an object in the game world. |
| [in] | sSndName | Sound name for playing sound on entity. |
Definition at line 159 of file SCR_ScenarioFrameworkSystem.c.
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Plays sound on entity position with given sound file and event name.
| [in] | objectID | Represents an entity in the game world. |
| [in] | soundFile | Sound file is the audio resource played at the entity's position. |
| [in] | soundEventName | SoundEventName is the name of the sound event to play on the specified entity's position. |
Definition at line 336 of file SCR_ScenarioFrameworkSystem.c.
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Displays pop-up message with title, subtitle, and checks if player is in specified faction or not.
| [in] | sTitle | for pop-up message displayed on screen. |
| [in] | sSubtitle | is the message content displayed in the pop-up notification. |
| [in] | factionKey | represents the identifier for a faction in the game, used to check if the local player is part of it |
| [in] | playerID | represents the unique identifier for a player in the game. |
Definition at line 1502 of file SCR_ScenarioFrameworkSystem.c.
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Sets signal value on entity by ID.
| [in] | pEntID | Entity ID of an object in the game world. |
| [in] | signalName | Signal name is an identifier for a specific signal within an entity, used to set its value in the method. |
| [in] | val | val represents the value to set for the specified signal on the entity. |
Definition at line 122 of file SCR_ScenarioFrameworkSystem.c.
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Set a value to global variable at the scenario.
Definition at line 1082 of file SCR_ScenarioFrameworkSystem.c.
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Displays hint with title, subtitle, timeout, and fact/playerID checks.
| [in] | sTitle | is the title of the hint message displayed to players. |
| [in] | sSubtitle | is the secondary message displayed in hint UI, it provides additional information related to the main title. |
| [in] | timeOut | represents the duration in seconds for which hint is displayed on screen. |
| [in] | factionKey | represents the identifier for the faction in the game, used to check if the local player is part of it |
| [in] | playerID | represents the unique identifier for a player in the game. |
Definition at line 1418 of file SCR_ScenarioFrameworkSystem.c.
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Displays a pop-up message with title, subtitle, optional faction key, and optional player ID.
| [in] | playerId | Player ID represents the unique identifier for the player. |
| [in] | actionOwnerEntId | entity ID identifying entity that holds the action. |
| [in] | int | layoutId layout ID identifying a specific UI layout |
| [in] | float | fadeIn fade in time. |
| [in] | float | fadeOut fade out time. |
| [in] | float | time for how long layout will be visible. |
| [in] | float | opacity of the layout. |
Definition at line 1612 of file SCR_ScenarioFrameworkSystem.c.
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Selects nearest area with suitable task type for last finished task position.
| [in] | eTaskType | eTaskType represents the type of task required for selecting an area in the scenario framework. |
Definition at line 549 of file SCR_ScenarioFrameworkSystem.c.
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Selects random area with suitable task type from list of areas.
| [in] | eTaskType | Task type parameter represents the type of task to be assigned in the selected area. |
Definition at line 1199 of file SCR_ScenarioFrameworkSystem.c.
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| [in] | GameOverType | Represents mission end type for displaying appropriate end screen in game. |
Definition at line 512 of file SCR_ScenarioFrameworkSystem.c.
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Sets signal value on entity via RPC.
| [in] | entity | Represents an in-game object with properties and behavior. |
| [in] | signalName | SignalName is the name of the signal on the entity to set its value. |
| [in] | val | val: Integer representing signal value to set on entity. |
Definition at line 143 of file SCR_ScenarioFrameworkSystem.c.
Set a value to global variable at the scenario.
Definition at line 1073 of file SCR_ScenarioFrameworkSystem.c.
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Is this system should be paused while the simulation is paused?
Definition at line 111 of file SCR_ScenarioFrameworkSystem.c.
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Displays hint with title, subtitle, timeout, faction key, and player ID, then calls RpcDo
| [in] | sTitle | string for hint message displayed on screen. |
| [in] | sSubtitle | is the secondary message displayed in hint. |
| [in] | timeOut | represents the duration in milliseconds for which hint is displayed on screen. |
| [in] | factionKey | represents the identifier for the faction in the game world. |
| [in] | playerID | represents the unique identifier for the player receiving the hint. |
Definition at line 1404 of file SCR_ScenarioFrameworkSystem.c.
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Displays a pop-up message with title, subtitle, optional faction key, and optional player ID.
| [in] | playerId | Player ID represents the unique identifier for the player. |
| [in] | actionOwnerEntId | entity ID identifying entity that holds the action. |
| [in] | int | layoutId layout ID identifying a specific UI layout |
| [in] | float | fadeIn fade in time. |
| [in] | float | fadeOut fade out time. |
| [in] | float | time for how long layout will be visible. |
| [in] | float | opacity of the layout. |
Definition at line 1596 of file SCR_ScenarioFrameworkSystem.c.
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Spawns random tasks in an area, removing duplicates and ensuring task type balance.
| [in] | countSafe | CountSafe represents the number of tasks already spawned in the scenario, used for limiting the maximum number of tasks that can be |
Definition at line 853 of file SCR_ScenarioFrameworkSystem.c.
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Synchronizes debug shapes for player with ID, manages layer visibility and position.
| [in] | playerID | Player ID represents the unique identifier for the player controlling the action in the method. |
Definition at line 839 of file SCR_ScenarioFrameworkSystem.c.
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Registers new area in scenario framework areas list.
| [in] | area | to be registered. |
Definition at line 606 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 53 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 58 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 66 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 65 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 62 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 61 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 57 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 59 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 56 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 55 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 67 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 54 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 60 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 64 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 51 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 46 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 72 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 71 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 50 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 49 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 68 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 47 of file SCR_ScenarioFrameworkSystem.c.
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Definition at line 70 of file SCR_ScenarioFrameworkSystem.c.