◆ GetBases()
◆ GetBasesCount()
int SCR_MilitaryBaseSystem.GetBasesCount |
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◆ GetInstance()
◆ GetOnBaseFactionChanged()
OnBaseFactionChangedInvoker SCR_MilitaryBaseSystem.GetOnBaseFactionChanged |
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◆ GetOnLogicRegisteredInBase()
OnLogicPresenceChangedInvoker SCR_MilitaryBaseSystem.GetOnLogicRegisteredInBase |
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◆ GetOnLogicUnregisteredInBase()
OnLogicPresenceChangedInvoker SCR_MilitaryBaseSystem.GetOnLogicUnregisteredInBase |
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◆ LoadAvailableCallsigns()
void SCR_MilitaryBaseSystem.LoadAvailableCallsigns |
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◆ OnBaseFactionChanged()
◆ OnBaseTransformChanged()
Base has been moved, recalculate members in radius.
◆ OnCleanup()
override void SCR_MilitaryBaseSystem.OnCleanup |
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◆ OnEntityTransformChanged()
When a base or logic component is moved, recalculate registered members.
◆ OnInit()
override void SCR_MilitaryBaseSystem.OnInit |
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◆ OnLogicRegisteredInBase()
◆ OnLogicTransformChanged()
Logic has been moved, recalculate members in radius of bases.
◆ OnLogicUnregisteredInBase()
◆ RegisterBase()
◆ RegisterLogicComponent()
◆ UnregisterBase()
◆ UnregisterLogicComponent()
◆ m_aAvailableCallsignIds
ref array<int> SCR_MilitaryBaseSystem.m_aAvailableCallsignIds |
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◆ m_aBases
◆ m_aLogicComponents
◆ m_OnBaseFactionChanged
ref OnBaseFactionChangedInvoker SCR_MilitaryBaseSystem.m_OnBaseFactionChanged |
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◆ m_OnLogicRegisteredInBase
ref OnLogicPresenceChangedInvoker SCR_MilitaryBaseSystem.m_OnLogicRegisteredInBase |
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◆ m_OnLogicUnregisteredInBase
ref OnLogicPresenceChangedInvoker SCR_MilitaryBaseSystem.m_OnLogicUnregisteredInBase |
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The documentation for this interface was generated from the following file:
- Game/Systems/SCR_MilitaryBaseSystem.c