◆ SCR_MapCommandCursor()
| void SCR_MapCommandCursor.SCR_MapCommandCursor |
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◆ ~SCR_MapCommandCursor()
| void SCR_MapCommandCursor.~SCR_MapCommandCursor |
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◆ CanExecuteCommand()
| bool SCR_MapCommandCursor.CanExecuteCommand |
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vector | position | ) |
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◆ DisableSelection()
| void SCR_MapCommandCursor.DisableSelection |
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bool | toggleOffCursors = true | ) |
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◆ GetOnCommandExecuted()
| ScriptInvokerVector SCR_MapCommandCursor.GetOnCommandExecuted |
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◆ GetOnCommandNotExecuted()
| ScriptInvokerVector SCR_MapCommandCursor.GetOnCommandNotExecuted |
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◆ OnCommandExecuted()
| void SCR_MapCommandCursor.OnCommandExecuted |
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vector | position | ) |
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◆ OnCommandNotExecuted()
| void SCR_MapCommandCursor.OnCommandNotExecuted |
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vector | position | ) |
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◆ OnMapClose()
◆ OnSelection()
| void SCR_MapCommandCursor.OnSelection |
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vector | coords | ) |
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◆ ShowCursor()
| void SCR_MapCommandCursor.ShowCursor |
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vector | startCursorPosition | ) |
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◆ ToggleNegativeCursor()
| void SCR_MapCommandCursor.ToggleNegativeCursor |
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bool | enable | ) |
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◆ TogglePositiveCursor()
| void SCR_MapCommandCursor.TogglePositiveCursor |
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bool | enable | ) |
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◆ UpdateCursor()
| void SCR_MapCommandCursor.UpdateCursor |
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| ) |
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◆ m_bIsDestinationEnabled
| bool SCR_MapCommandCursor.m_bIsDestinationEnabled |
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◆ m_MapCursorModule
◆ m_OnCommandExecuted
| ref ScriptInvokerVector SCR_MapCommandCursor.m_OnCommandExecuted |
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◆ m_OnCommandNotExecuted
| ref ScriptInvokerVector SCR_MapCommandCursor.m_OnCommandNotExecuted |
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◆ m_vStartPosition
| vector SCR_MapCommandCursor.m_vStartPosition |
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The documentation for this interface was generated from the following file:
- Game/FactionCommander/MapCommandCursors/SCR_MapCommandCursor.c