◆ DoesBlackListContaintPrefab()
bool SCR_LoadoutSaveBlackList.DoesBlackListContaintPrefab |
( |
ResourceName |
prefab | ) |
|
Does black list contain prefab.
- Parameters
-
[in] | prefab | Prefab to check |
- Returns
- True if it contains, false if it does not
◆ GetUIInfo()
◆ Init()
bool SCR_LoadoutSaveBlackList.Init |
( |
| ) |
|
Init black list, this will get all items that should be blacklisted and adds it to one unified set (Server only)
- Returns
- Returns true if init is successfull, returns false if not
◆ IsActive()
bool SCR_LoadoutSaveBlackList.IsActive |
( |
| ) |
|
- Returns
- Get if black list is active
◆ IsEnabled()
bool SCR_LoadoutSaveBlackList.IsEnabled |
( |
| ) |
|
- Returns
- Get if black list is enabled. Disabled blacklists are removed on init
◆ SetActive()
void SCR_LoadoutSaveBlackList.SetActive |
( |
bool |
active | ) |
|
Set black list enabled.
- Parameters
-
[in] | enabled | True if setting blacklist enabled |
◆ m_aBlackListedPrefabs
ref array<ResourceName> SCR_LoadoutSaveBlackList.m_aBlackListedPrefabs |
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protected |
◆ m_bBlackListActive
bool SCR_LoadoutSaveBlackList.m_bBlackListActive |
|
protected |
◆ m_bEnabled
bool SCR_LoadoutSaveBlackList.m_bEnabled |
|
protected |
◆ m_BlackListedItemTypes
◆ m_BlackListedPrefabs
ref set<ResourceName> SCR_LoadoutSaveBlackList.m_BlackListedPrefabs = new set<ResourceName>() |
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protected |
◆ m_UIInfo
The documentation for this interface was generated from the following file:
- Game/GameMode/Loadout/SCR_LoadoutSaveBlackListHolder.c