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SCR_ScriptedUserAction Class Reference

A scripted action class having optional logic to check if vehicle is valid. More...

Inheritance diagram for SCR_ScriptedUserAction:
ScriptedUserAction SCR_BaseAudioScriptedUserAction SCR_BaseUseSupportStationAction SCR_CampaignBuildingBuildUserAction SCR_ExplosiveChargeAction SCR_LoadItemsAction SCR_MortarShootAction SCR_PushVehicleAction SCR_RadioBaseUserAction SCR_RemoteDetonatorAction SCR_ResourceContainerVehicleLoadAction SCR_ResourceContainerVehicleUnloadAction SCR_ResourceEntityRefundAction SCR_ToggleHandbrakeAction

Protected Member Functions

 if (!character)
 if (!compAccess) return true
 if (compAccess.IsGettingIn()||compAccess.IsGettingOut()) return false
 switch (m_eShownInVehicleState)
 if (isCharacterInVehicle &&m_bSameVehicleOnly) return IsSameVehicleOrNone(character)
bool IsSameVehicleOrNone (notnull IEntity user)
Get action local position Used for such things like playing audio at the correct location on action use return action local position *vector GetLocalPositionAction ()
vector GetWorldPositionAction ()
bool LoopActionUpdate (float timeSlice)
override float GetActionProgressScript (float fProgress, float timeSlice)
bool IsActionLooping ()
float GetLoopActionHoldDuration ()
override void OnActionSelected ()
override void OnActionStart (IEntity pUserEntity)

Protected Attributes

bool m_bLoopAction
float m_fLoopActionHoldDuration
bool m_bLowerWeaponOnUse
EUserActionInVehicleState m_eShownInVehicleState
bool m_bSameVehicleOnly
UserActionContext m_LastUserActionContext
float m_fLoopProgress
float m_fLoopProgressSmoothVelocity
ChimeraCharacter character = ChimeraCharacter.Cast(GetOwner())
CompartmentAccessComponent compAccess = character.GetCompartmentAccessComponent()
bool isCharacterInVehicle = character.IsInVehicle()
return true

Detailed Description

A scripted action class having optional logic to check if vehicle is valid.

Definition at line 5 of file SCR_ScriptedUserAction.c.

Member Function Documentation

◆ GetActionProgressScript()

override float SCR_ScriptedUserAction::GetActionProgressScript ( float fProgress,
float timeSlice )
inlineprotected
Returns
progress value for action progressbar UI.

Definition at line 201 of file SCR_ScriptedUserAction.c.

◆ GetLocalPositionAction()

Get action local position Used for such things like playing audio at the correct location on action use return action local position *vector SCR_ScriptedUserAction::GetLocalPositionAction ( )
inlineprotected

Definition at line 150 of file SCR_ScriptedUserAction.c.

◆ GetLoopActionHoldDuration()

float SCR_ScriptedUserAction::GetLoopActionHoldDuration ( )
inlineprotected
Returns
Duration of loop action being held at the end of the looping of the action

Definition at line 230 of file SCR_ScriptedUserAction.c.

◆ GetWorldPositionAction()

vector SCR_ScriptedUserAction::GetWorldPositionAction ( )
inlineprotected

Get action world position Used for such things like playing audio at the correct location on action use

Returns
action world position

Definition at line 164 of file SCR_ScriptedUserAction.c.

◆ if() [1/4]

SCR_ScriptedUserAction::if ( ! character)
inlineprotected

Definition at line 36 of file SCR_ScriptedUserAction.c.

◆ if() [2/4]

SCR_ScriptedUserAction::if ( ! compAccess)
protected

◆ if() [3/4]

SCR_ScriptedUserAction::if ( compAccess. IsGettingIn)||compAccess.IsGettingOut()
protected

◆ if() [4/4]

SCR_ScriptedUserAction::if ( isCharacterInVehicle && m_bSameVehicleOnly)
protected

◆ IsActionLooping()

bool SCR_ScriptedUserAction::IsActionLooping ( )
inlineprotected
Returns
True if action process bar should reset if the action is continues. Else return false

Definition at line 221 of file SCR_ScriptedUserAction.c.

◆ IsSameVehicleOrNone()

bool SCR_ScriptedUserAction::IsSameVehicleOrNone ( notnull IEntity user)
inlineprotected

Definition at line 109 of file SCR_ScriptedUserAction.c.

◆ LoopActionUpdate()

bool SCR_ScriptedUserAction::LoopActionUpdate ( float timeSlice)
inlineprotected

Definition at line 175 of file SCR_ScriptedUserAction.c.

◆ OnActionSelected()

override void SCR_ScriptedUserAction::OnActionSelected ( )
inlineprotected

Definition at line 236 of file SCR_ScriptedUserAction.c.

◆ OnActionStart()

override void SCR_ScriptedUserAction::OnActionStart ( IEntity pUserEntity)
inlineprotected

Definition at line 242 of file SCR_ScriptedUserAction.c.

◆ switch()

SCR_ScriptedUserAction::switch ( m_eShownInVehicleState )
inlineprotected

Definition at line 56 of file SCR_ScriptedUserAction.c.

Member Data Documentation

◆ character

ChimeraCharacter SCR_ScriptedUserAction::character = ChimeraCharacter.Cast(GetOwner())
protected

Definition at line 35 of file SCR_ScriptedUserAction.c.

◆ compAccess

CompartmentAccessComponent SCR_ScriptedUserAction::compAccess = character.GetCompartmentAccessComponent()
protected

Definition at line 44 of file SCR_ScriptedUserAction.c.

◆ isCharacterInVehicle

bool SCR_ScriptedUserAction::isCharacterInVehicle = character.IsInVehicle()
protected

Definition at line 53 of file SCR_ScriptedUserAction.c.

◆ m_bLoopAction

bool SCR_ScriptedUserAction::m_bLoopAction
protected

Definition at line 8 of file SCR_ScriptedUserAction.c.

◆ m_bLowerWeaponOnUse

bool SCR_ScriptedUserAction::m_bLowerWeaponOnUse
protected

Definition at line 14 of file SCR_ScriptedUserAction.c.

◆ m_bSameVehicleOnly

bool SCR_ScriptedUserAction::m_bSameVehicleOnly
protected

Definition at line 20 of file SCR_ScriptedUserAction.c.

◆ m_eShownInVehicleState

EUserActionInVehicleState SCR_ScriptedUserAction::m_eShownInVehicleState
protected

Definition at line 17 of file SCR_ScriptedUserAction.c.

◆ m_fLoopActionHoldDuration

float SCR_ScriptedUserAction::m_fLoopActionHoldDuration
protected

Definition at line 11 of file SCR_ScriptedUserAction.c.

◆ m_fLoopProgress

float SCR_ScriptedUserAction::m_fLoopProgress
protected

Definition at line 25 of file SCR_ScriptedUserAction.c.

◆ m_fLoopProgressSmoothVelocity

float SCR_ScriptedUserAction::m_fLoopProgressSmoothVelocity
protected

Definition at line 26 of file SCR_ScriptedUserAction.c.

◆ m_LastUserActionContext

UserActionContext SCR_ScriptedUserAction::m_LastUserActionContext
protected

Definition at line 22 of file SCR_ScriptedUserAction.c.

◆ true

return SCR_ScriptedUserAction::true
protected

Definition at line 105 of file SCR_ScriptedUserAction.c.


The documentation for this class was generated from the following file: