|
| void | UpdateLightState () |
| | Update state of light ON/OFF.
|
| |
| void | SwitchLenses (int filter) |
| | Switch flashlight lenses.
|
| |
| void | EnableLight () |
| | Spawn light entity.
|
| |
| void | DisableLight () |
| | Remove light.
|
| |
| void | SetShadowNearPlane (bool state, bool isLeavingVehicle=false) |
| | Set near plane of light shadow to avoid blocking the light with arm/weapon.
|
| |
| void | AdjustTransform (vector offset=vector.Zero) |
| |
| void | OnOwnerLifeStateChanged (ECharacterLifeState previousLifeState, ECharacterLifeState newLifeState) |
| | SCR_CompartmentAccessComponent event.
|
| |
| void | OnCompartmentEntered (IEntity targetEntity, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move) |
| | SCR_CompartmentAccessComponent event.
|
| |
| void | OnCompartmentLeft (IEntity targetEntity, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move) |
| | SCR_CompartmentAccessComponent event.
|
| |
| override void | ModeSwitch (EGadgetMode mode, IEntity charOwner) |
| | Set gadget mode.
|
| |
| override void | ModeClear (EGadgetMode mode) |
| | Clear gadget mode.
|
| |
| override void | ToggleActive (bool state, SCR_EUseContext context) |
| | Synchronise gadget state.
|
| |
| override void | ActivateGadgetUpdate () |
| | Activate gadget frame update.
|
| |
| override void | DeactivateGadgetUpdate () |
| | Deactivate gadget frame flag.
|
| |
| void | ConnectToGadgetsSystem () |
| | Starts on frame update event.
|
| |
| void | DisconnectFromGadgetsSystem () |
| |
◆ ActivateAction()
| override void SCR_FlashlightComponent.ActivateAction |
( |
| ) |
|
◆ ActivateGadgetUpdate()
| override void SCR_FlashlightComponent.ActivateGadgetUpdate |
( |
| ) |
|
|
protected |
◆ AdjustTransform()
| void SCR_FlashlightComponent.AdjustTransform |
( |
vector | offset = vector::Zero | ) |
|
|
protected |
◆ CycleThroughLenses()
| void SCR_FlashlightComponent.CycleThroughLenses |
( |
bool | direction | ) |
|
Cycle through all available lenses.
- Parameters
-
| [in] | direction | decides whether it will switch to next (true) / previous (false) lens color |
◆ DeactivateGadgetUpdate()
| override void SCR_FlashlightComponent.DeactivateGadgetUpdate |
( |
| ) |
|
|
protected |
◆ DisableLight()
| void SCR_FlashlightComponent.DisableLight |
( |
| ) |
|
|
protected |
◆ EnableLight()
| void SCR_FlashlightComponent.EnableLight |
( |
| ) |
|
|
protected |
◆ EOnInit()
| override void SCR_FlashlightComponent.EOnInit |
( |
IEntity | owner | ) |
|
◆ GetNumberOfAvailableLenses()
| int SCR_FlashlightComponent.GetNumberOfAvailableLenses |
( |
| ) |
|
◆ GetType()
| override EGadgetType SCR_FlashlightComponent.GetType |
( |
| ) |
|
◆ IsVisibleEquipped()
| override bool SCR_FlashlightComponent.IsVisibleEquipped |
( |
| ) |
|
Visible when attached to character gear, further condition may determine visibility, such as if the equipment slot is obstructed by something else.
- Returns
- Returns true if visible in equipment slot
Implements SCR_GadgetComponent.
◆ ModeClear()
| override void SCR_FlashlightComponent.ModeClear |
( |
EGadgetMode | mode | ) |
|
|
protected |
Clear gadget mode.
- Parameters
-
| [in] | mode | is the mode being cleared |
Implements SCR_GadgetComponent.
◆ ModeSwitch()
| override void SCR_FlashlightComponent.ModeSwitch |
( |
EGadgetMode | mode, |
|
|
IEntity | charOwner ) |
|
protected |
Set gadget mode.
- Parameters
-
| [in] | mode | is the target mode being switched to |
| [in] | charOwner | |
Implements SCR_GadgetComponent.
◆ OnCompartmentEntered()
◆ OnCompartmentLeft()
◆ OnOwnerLifeStateChanged()
◆ OnSlotOccludedStateChanged()
| override void SCR_FlashlightComponent.OnSlotOccludedStateChanged |
( |
bool | occluded | ) |
|
Method called when slot to which item is attached to changed its occlusion state.
- Parameters
-
| [in] | occluded | if parent slot is now occluded or not |
Implements SCR_GadgetComponent.
◆ OnTicksOnRemoteProxy()
| override bool SCR_FlashlightComponent.OnTicksOnRemoteProxy |
( |
| ) |
|
◆ OnToggleActive()
| override void SCR_FlashlightComponent.OnToggleActive |
( |
bool | state | ) |
|
◆ RplLoad()
| override bool SCR_FlashlightComponent.RplLoad |
( |
ScriptBitReader | reader | ) |
|
◆ RplSave()
| override bool SCR_FlashlightComponent.RplSave |
( |
ScriptBitWriter | writer | ) |
|
◆ SetShadowNearPlane()
| void SCR_FlashlightComponent.SetShadowNearPlane |
( |
bool | state, |
|
|
bool | isLeavingVehicle = false ) |
|
protected |
Set near plane of light shadow to avoid blocking the light with arm/weapon.
- Parameters
-
| [in] | state | determines mode: false - in hand / true - strapped |
| [in] | isLeavingVehicle | is signal for removing vehicle near plane mode |
◆ SwitchLenses()
| void SCR_FlashlightComponent.SwitchLenses |
( |
int | filter | ) |
|
|
protected |
Switch flashlight lenses.
- Parameters
-
◆ ToggleActive()
| override void SCR_FlashlightComponent.ToggleActive |
( |
bool | state, |
|
|
SCR_EUseContext | context ) |
|
protected |
Synchronise gadget state.
- Parameters
-
| [in] | state | is target state true = active, false = inactive |
Implements SCR_GadgetComponent.
◆ Update()
| override void SCR_FlashlightComponent.Update |
( |
float | timeSlice | ) |
|
◆ UpdateLightState()
| void SCR_FlashlightComponent.UpdateLightState |
( |
| ) |
|
|
protected |
Update state of light ON/OFF.
◆ m_aLenseArray
◆ m_bIsOccluded
| bool SCR_FlashlightComponent.m_bIsOccluded |
|
protected |
◆ m_bIsSlottedVehicle
| bool SCR_FlashlightComponent.m_bIsSlottedVehicle |
|
protected |
◆ m_bLastLightState
| bool SCR_FlashlightComponent.m_bLastLightState |
|
protected |
◆ m_CharController
◆ m_CompartmentComp
◆ m_EmissiveMaterial
◆ m_fEmissiveIntensity
| float SCR_FlashlightComponent.m_fEmissiveIntensity |
|
protected |
◆ m_fLightNearPlaneHand
| float SCR_FlashlightComponent.m_fLightNearPlaneHand |
|
protected |
◆ m_fLightNearPlaneStrapped
| float SCR_FlashlightComponent.m_fLightNearPlaneStrapped |
|
protected |
◆ m_fLightNearPlaneVehicle
| float SCR_FlashlightComponent.m_fLightNearPlaneVehicle |
|
protected |
◆ m_iCurrentLenseColor
| int SCR_FlashlightComponent.m_iCurrentLenseColor |
|
protected |
◆ m_ItemMat
| vector SCR_FlashlightComponent.m_ItemMat[4] |
|
protected |
◆ m_Light
| LightEntity SCR_FlashlightComponent.m_Light |
|
protected |
◆ m_vAnglesCurrent
| vector SCR_FlashlightComponent.m_vAnglesCurrent |
|
protected |
◆ m_vAnglesTarget
| vector SCR_FlashlightComponent.m_vAnglesTarget |
|
protected |
◆ m_vFlashlightAdjustOffset
| vector SCR_FlashlightComponent.m_vFlashlightAdjustOffset |
|
protected |
The documentation for this interface was generated from the following file:
- Game/Components/Gadgets/SCR_FlashlightComponent.c