◆ CanBePerformed()
bool SCR_BaseRadialCommand.CanBePerformed |
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◆ CanBeShown()
bool SCR_BaseRadialCommand.CanBeShown |
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◆ CanBeShownInCurrentLifeState()
bool SCR_BaseRadialCommand.CanBeShownInCurrentLifeState |
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◆ CanRoleShow()
bool SCR_BaseRadialCommand.CanRoleShow |
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◆ CanShowOnMap()
bool SCR_BaseRadialCommand.CanShowOnMap |
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◆ Execute()
bool SCR_BaseRadialCommand.Execute |
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IEntity |
cursorTarget, |
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IEntity |
target, |
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vector |
targetPosition, |
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int |
playerID, |
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bool |
isClient |
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method that will be executed when the command is selected in the menu This method is right now broadcaasted to all clients, so if the command is intended only for specific clients, it needs to be filtered inside
Implemented in SCR_ContinuousLoiterCommand, SCR_CharacterEntityWaypointGroupCommand, SCR_ContextGetIngroupCommand, SCR_EmoteBaseCommand, SCR_FollowGroupCommand, SCR_GestureGroupCommand, SCR_GetINtoSelectedVehicleGroupCommand, SCR_GetOutGroupCommand, SCR_LookAtGroupCommand, SCR_PatrolGroupCommand, SCR_RecruitAIGroupCommand, SCR_RemoveAIGroupCommand, SCR_StopMovementGroupCommand, and SCR_WaypointGroupCommand.
◆ GetCommandDisplayName()
string SCR_BaseRadialCommand.GetCommandDisplayName |
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◆ GetCommandName()
string SCR_BaseRadialCommand.GetCommandName |
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◆ GetIconImageset()
ResourceName SCR_BaseRadialCommand.GetIconImageset |
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◆ GetIconName()
string SCR_BaseRadialCommand.GetIconName |
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◆ VisualizeCommand()
void SCR_BaseRadialCommand.VisualizeCommand |
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vector |
targetPosition | ) |
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◆ VisualizeCommandPreview()
void SCR_BaseRadialCommand.VisualizeCommandPreview |
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vector |
targetPosition | ) |
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◆ m_sCommandDisplayName
string SCR_BaseRadialCommand.m_sCommandDisplayName |
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◆ m_sCommandName
string SCR_BaseRadialCommand.m_sCommandName |
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◆ m_sIconName
string SCR_BaseRadialCommand.m_sIconName |
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protected |
◆ m_sImageset
ResourceName SCR_BaseRadialCommand.m_sImageset |
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protected |
The documentation for this interface was generated from the following file:
- Game/Commanding/Commands/SCR_BaseRadialCommand.c