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override bool | Execute (IEntity cursorTarget, IEntity target, vector targetPosition, int playerID, bool isClient) |
| 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
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override bool | CanBePerformed () |
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Public Member Functions inherited from SCR_BaseRadialCommand |
bool | Execute (IEntity cursorTarget, IEntity target, vector targetPosition, int playerID, bool isClient) |
| 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
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void | VisualizeCommand (vector targetPosition) |
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void | VisualizeCommandPreview (vector targetPosition) |
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string | GetIconName () |
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string | GetCommandDisplayName () |
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ResourceName | GetIconImageset () |
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string | GetCommandName () |
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bool | CanRoleShow () |
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bool | CanBeShownInCurrentLifeState () |
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bool | CanBeShown () |
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bool | CanShowOnMap () |
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bool | CanBePerformed () |
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◆ CanBePerformed()
override bool SCR_EmoteBaseCommand.CanBePerformed |
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◆ Execute()
override bool SCR_EmoteBaseCommand.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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) |
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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
Implements SCR_BaseRadialCommand.
◆ m_aAllowedStances
◆ m_bUnequipItems
bool SCR_EmoteBaseCommand.m_bUnequipItems |
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protected |
◆ m_iGestureID
int SCR_EmoteBaseCommand.m_iGestureID |
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protected |
The documentation for this interface was generated from the following file:
- Game/Commanding/Commands/SCR_EmoteBaseCommand.c