For each platoon, holds availible squads.
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| void | Init (SCR_FactionCallsignInfo factionCallsignInfo) |
| | Init Platoon data, creating all the squads within.
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| int | GetRandomSquad () |
| | Gets a squad index randomly from availible callsigns.
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| int | GetFirstAvailibleSquad () |
| | Goes through all availible squads gets the first availible.
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| void | AddSquad (int squadIndex) |
| | Adds callsign back to availible callsign pool.
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| bool | RemoveSquad (int squadIndex) |
| | Removes callsign from availible callsign pool.
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For each platoon, holds availible squads.
◆ AddSquad()
| void SCR_CallsignPlatoonData.AddSquad |
( |
int | squadIndex | ) |
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Adds callsign back to availible callsign pool.
- Parameters
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◆ GetFirstAvailibleSquad()
| int SCR_CallsignPlatoonData.GetFirstAvailibleSquad |
( |
| ) |
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Goes through all availible squads gets the first availible.
Meaning if squad 1 is taken it will get 2 next not 3.
- Returns
- int squad index
◆ GetRandomSquad()
| int SCR_CallsignPlatoonData.GetRandomSquad |
( |
| ) |
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Gets a squad index randomly from availible callsigns.
- Returns
- int squad index
◆ Init()
Init Platoon data, creating all the squads within.
- Parameters
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| factionCallsignInfo | specific callsign info for faction |
◆ RemoveSquad()
| bool SCR_CallsignPlatoonData.RemoveSquad |
( |
int | squadIndex | ) |
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Removes callsign from availible callsign pool.
- Parameters
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◆ m_mSquadCallsigns
| ref array<int> SCR_CallsignPlatoonData.m_mSquadCallsigns = new array<int> |
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protected |
The documentation for this interface was generated from the following file:
- Game/Callsign/SCR_CallsignPlatoonData.c