For each faction, holds available companies, which in turn hold available platoons, which in turn hold available squads.
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void | SCR_FactionCallsignData (SCR_FactionCallsignInfo factionCallsignInfo) |
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bool | GetRandomCallsign (out int company, out int platoon, out int squad) |
| Gets company, platoon and squad index randomly from available callsigns Will first go through default companies, if these are all taken then go though overflow companies.
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bool | GetFirstAvailibleCallsign (out int firstAvailableCompany, out int firstAvailablePlatoon, out int firstAvailableSquad) |
| Goes through all available companies, platoons and squads and gets the first available.
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bool | GetSpecificCompanyCallsign (out int company, out int platoon, out int squad) |
| Gets a callsign for a specific company given.
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void | AddCallsign (int companyIndex, int platoonIndex, int squadIndex) |
| Adds callsign back to available callsign pool.
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void | RemoveCallsign (int companyIndex, int platoonIndex, int squadIndex) |
| Removes callsign from available callsign pool.
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For each faction, holds available companies, which in turn hold available platoons, which in turn hold available squads.
◆ SCR_FactionCallsignData()
◆ AddCallsign()
void SCR_FactionCallsignData.AddCallsign |
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int | companyIndex, |
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int | platoonIndex, |
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int | squadIndex ) |
Adds callsign back to available callsign pool.
- Parameters
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[in] | companyIndex | company index |
[in] | platoonIndex | platoon index |
[in] | squadIndex | squad index |
◆ GetFirstAvailibleCallsign()
bool SCR_FactionCallsignData.GetFirstAvailibleCallsign |
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out int | firstAvailableCompany, |
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out int | firstAvailablePlatoon, |
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out int | firstAvailableSquad ) |
Goes through all available companies, platoons and squads and gets the first available.
Meaning if platoon 1 is taken it will get 2 next not 3. Will first go through default companies, if these are all taken then go though overflow companies
- Parameters
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[out] | firstAvailableCompany | company index |
[out] | firstAvailablePlatoon | platoon index |
[out] | firstAvailableSquadsquad | index |
- Returns
- true if succesfully found a callsign
◆ GetRandomCallsign()
bool SCR_FactionCallsignData.GetRandomCallsign |
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out int | company, |
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out int | platoon, |
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out int | squad ) |
Gets company, platoon and squad index randomly from available callsigns Will first go through default companies, if these are all taken then go though overflow companies.
- Parameters
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[out] | company | index |
[out] | platoon | index |
[out] | squad | index |
- Returns
- true if succesfully found a callsign
◆ GetSpecificCompanyCallsign()
bool SCR_FactionCallsignData.GetSpecificCompanyCallsign |
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out int | company, |
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out int | platoon, |
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out int | squad ) |
Gets a callsign for a specific company given.
Will however use either GetRandomCallsign or GetFirstAvailibleCallsign (depending on callsign settings) if specific company is not available
- Parameters
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[out] | company | company index |
[out] | platoon | platoon index |
[out] | squad | squad index |
- Returns
- true if successfully found a callsign (either the first available or GetRandomCallsign/GetFirstAvailibleCallsign)
◆ RemoveCallsign()
void SCR_FactionCallsignData.RemoveCallsign |
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int | companyIndex, |
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int | platoonIndex, |
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int | squadIndex ) |
Removes callsign from available callsign pool.
- Parameters
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[in] | company | index |
[in] | platoon | index |
[in] | squad | index |
◆ m_bRandomizedCallsigns
bool SCR_FactionCallsignData.m_bRandomizedCallsigns |
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◆ m_iOverflowIndex
int SCR_FactionCallsignData.m_iOverflowIndex |
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◆ m_mCompanyCallsigns
◆ m_mCompanyOverflowCallsigns
The documentation for this interface was generated from the following file:
- Game/Callsign/SCR_FactionCallsignData.c