Plugin that allows to reset all/selected entities' desired flags to Prefab's default WARNING: can take up to serveral minutes depending on what is selected!
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static const int | PROGRESSBAR_TIMEOUT = 3000 |
| in milliseconds - when does the progressbar display
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static const int | PROGRESSBAR_REFRESH = 1000 |
| in milliseconds - when does the progressbar refresh
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static const string | COORDS = "coords" |
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static const string | FLAGS = "Flags" |
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static const ResourceName | ROCK_BASE = "{B94DDC61F0B7F9D7}Prefabs/Rocks/Rock_Base.et" |
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static const ResourceName | TREE_BASE = "{388AE316D09D0680}Prefabs/Vegetation/Core/Tree_Base.et" |
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static const ResourceName | BUSH_BASE = "{D7163D1B571F4C0C}Prefabs/Vegetation/Core/Bush_Base.et" |
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static const ResourceName | BUILDING_BASE = "{A43A100E3C377DB2}Prefabs/Structures/Core/Building_Base.et" |
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Plugin that allows to reset all/selected entities' desired flags to Prefab's default WARNING: can take up to serveral minutes depending on what is selected!
◆ BtnCancel()
bool SCR_EntityFlagsManagerPlugin.BtnCancel |
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◆ BtnOK()
bool SCR_EntityFlagsManagerPlugin.BtnOK |
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◆ GetEntitySources()
array< IEntitySource > SCR_EntityFlagsManagerPlugin.GetEntitySources |
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array< ResourceName > |
validAncestors | ) |
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- Parameters
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[in] | validAncestors | - which topmost ancestors are accepted |
[out] | originalCount | - how many entities were selected/found |
- Returns
- filtered entitySources
◆ ProcessEntitySources()
void SCR_EntityFlagsManagerPlugin.ProcessEntitySources |
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array< IEntitySource > |
entitySources | ) |
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◆ Run()
override void SCR_EntityFlagsManagerPlugin.Run |
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◆ BUILDING_BASE
const ResourceName SCR_EntityFlagsManagerPlugin.BUILDING_BASE = "{A43A100E3C377DB2}Prefabs/Structures/Core/Building_Base.et" |
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◆ BUSH_BASE
const ResourceName SCR_EntityFlagsManagerPlugin.BUSH_BASE = "{D7163D1B571F4C0C}Prefabs/Vegetation/Core/Bush_Base.et" |
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◆ COORDS
const string SCR_EntityFlagsManagerPlugin.COORDS = "coords" |
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◆ FLAGS
const string SCR_EntityFlagsManagerPlugin.FLAGS = "Flags" |
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◆ m_bForceCleaning
bool SCR_EntityFlagsManagerPlugin.m_bForceCleaning |
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◆ m_bProcessBuildings
bool SCR_EntityFlagsManagerPlugin.m_bProcessBuildings |
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◆ m_bProcessBushes
bool SCR_EntityFlagsManagerPlugin.m_bProcessBushes |
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◆ m_bProcessEverythingSelected
bool SCR_EntityFlagsManagerPlugin.m_bProcessEverythingSelected |
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◆ m_bProcessRocks
bool SCR_EntityFlagsManagerPlugin.m_bProcessRocks |
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◆ m_bProcessTrees
bool SCR_EntityFlagsManagerPlugin.m_bProcessTrees |
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◆ m_bResetDisabledFlag
bool SCR_EntityFlagsManagerPlugin.m_bResetDisabledFlag |
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◆ m_bResetEditorOnlyFlag
bool SCR_EntityFlagsManagerPlugin.m_bResetEditorOnlyFlag |
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◆ m_bResetFeatureFlag
bool SCR_EntityFlagsManagerPlugin.m_bResetFeatureFlag |
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◆ m_bResetNoLinkFlag
bool SCR_EntityFlagsManagerPlugin.m_bResetNoLinkFlag |
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◆ m_bResetOnFilteredNavmeshFlag
bool SCR_EntityFlagsManagerPlugin.m_bResetOnFilteredNavmeshFlag |
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◆ m_bResetProxyFlag
bool SCR_EntityFlagsManagerPlugin.m_bResetProxyFlag |
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◆ m_bResetRelativeYFlag
bool SCR_EntityFlagsManagerPlugin.m_bResetRelativeYFlag |
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◆ m_bResetStaticFlag
bool SCR_EntityFlagsManagerPlugin.m_bResetStaticFlag |
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◆ m_bResetTraceableFlag
bool SCR_EntityFlagsManagerPlugin.m_bResetTraceableFlag |
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◆ m_bResetVisibleFlag
bool SCR_EntityFlagsManagerPlugin.m_bResetVisibleFlag |
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◆ m_bUpdateChildEntities
bool SCR_EntityFlagsManagerPlugin.m_bUpdateChildEntities |
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◆ PROGRESSBAR_REFRESH
const int SCR_EntityFlagsManagerPlugin.PROGRESSBAR_REFRESH = 1000 |
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in milliseconds - when does the progressbar refresh
◆ PROGRESSBAR_TIMEOUT
const int SCR_EntityFlagsManagerPlugin.PROGRESSBAR_TIMEOUT = 3000 |
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in milliseconds - when does the progressbar display
◆ ROCK_BASE
const ResourceName SCR_EntityFlagsManagerPlugin.ROCK_BASE = "{B94DDC61F0B7F9D7}Prefabs/Rocks/Rock_Base.et" |
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◆ TREE_BASE
const ResourceName SCR_EntityFlagsManagerPlugin.TREE_BASE = "{388AE316D09D0680}Prefabs/Vegetation/Core/Tree_Base.et" |
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The documentation for this interface was generated from the following file:
- WorkbenchGame/WorldEditor/SCR_EntityFlagsManagerPlugin.c