Arma Reforger Script API
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FireDamageSystem Interface Reference
Inheritance diagram for FireDamageSystem:
GameSystem

Public Member Functions

override bool ShouldBePaused ()
 Is this system should be paused while the simulation is paused?
 
override void OnDiag (float timeSlice)
 
void Register (SCR_DamageManagerComponent component)
 
void Unregister (SCR_DamageManagerComponent component)
 
- Public Member Functions inherited from GameSystem
bool ShouldBeEnabledInEditMode ()
 Is this system should be enabled inside the editor.
 

Static Public Member Functions

static override void InitInfo (WorldSystemInfo outInfo)
 

Protected Member Functions

override void OnUpdate (ESystemPoint point)
 

Protected Attributes

ref array< SCR_DamageManagerComponentm_aDamageManagers = {}
 

Member Function Documentation

◆ InitInfo()

static override void FireDamageSystem.InitInfo ( WorldSystemInfo outInfo)
static

◆ OnDiag()

override void FireDamageSystem.OnDiag ( float timeSlice)

◆ OnUpdate()

override void FireDamageSystem.OnUpdate ( ESystemPoint point)
protected

◆ Register()

void FireDamageSystem.Register ( SCR_DamageManagerComponent component)
Parameters
componentmust not be null

◆ ShouldBePaused()

override bool FireDamageSystem.ShouldBePaused ( )

Is this system should be paused while the simulation is paused?

Implements GameSystem.

◆ Unregister()

void FireDamageSystem.Unregister ( SCR_DamageManagerComponent component)

Member Data Documentation

◆ m_aDamageManagers

ref array<SCR_DamageManagerComponent> FireDamageSystem.m_aDamageManagers = {}
protected

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