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