Arma Reforger Script API
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Public Member Functions | Protected Member Functions | Protected Attributes | List of all members
SCR_RadioComponent Interface Reference
Inheritance diagram for SCR_RadioComponent:
[legend]

Public Member Functions

void RadioToggle ()
 Radio on/off toggle.
 
bool ChangeFrequencyStep (bool direction)
 Change frequency by a single step, init proc anims.
 
override void ModeSwitch (EGadgetMode mode, IEntity charOwner)
 Set gadget mode.
 
override void ActivateGadgetUpdate ()
 Activate gadget frame update.
 
override void DeactivateGadgetUpdate ()
 Deactivate gadget frame flag.
 
override void UpdateVisibility (EGadgetMode mode)
 Set visibility when show/hide hand animation starts/finishes.
 
override EGadgetType GetType ()
 Get gadget type.
 
override bool CanBeHeld ()
 Can be held in hand.
 
override bool IsVisibleEquipped ()
 Visible when attached to character gear, further condition may determine visibility, such as if the equipment slot is obstructed by something else.
 
BaseRadioComponent GetRadioComponent ()
 
override void Update (float timeSlice)
 
override void OnPostInit (IEntity owner)
 
- Public Member Functions inherited from SCR_GadgetComponent
EGadgetAnimVariable GetAnimVariable ()
 
float GetWeaponNoFireTime ()
 
bool IsToggledOn ()
 Is gadget toggled on/off.
 
void OnToggleActive (bool state)
 Event called from SCR_GadgetManagerComponent through RPC request.
 
void OnParentSlotChanged (InventoryStorageSlot oldSlot, InventoryStorageSlot newSlot)
 InventoryItemComponent event.
 
void OnModeChanged (EGadgetMode mode, IEntity charOwner)
 Gadget mode change event.
 
void OnSlotOccludedStateChanged (bool occluded)
 Method called when slot to which item is attached to changed its occlusion state.
 
void ActivateGadgetUpdate ()
 Activate gadget frame update.
 
void DeactivateGadgetUpdate ()
 Deactivate gadget frame flag.
 
void UpdateVisibility (EGadgetMode mode)
 Set visibility when show/hide hand animation starts/finishes.
 
void ToggleActive (bool state, SCR_EUseContext context)
 Synchronise gadget state.
 
void ActivateAction ()
 Action listener callback.
 
void ToggleFocused (bool enable)
 Toggle gadget focus state.
 
ChimeraCharacter GetCharacterOwner ()
 Get IEntity in possession of this Gadget.
 
EGadgetType GetType ()
 Get gadget type.
 
EGadgetMode GetMode ()
 Get gadget mode.
 
bool CanBeHeld ()
 Can be held in hand.
 
SCR_EUseContext GetUseMask ()
 Provides value that contains mask of contexts from which this gadget can be toggled.
 
bool CanBeRaised ()
 Gadget has a raised animation version.
 
bool IsUsingADSControls ()
 Gadget uses ADS controls from gadget raisable context.
 
bool IsVisibleEquipped ()
 Visible when attached to character gear, further condition may determine visibility, such as if the equipment slot is obstructed by something else.
 
void Update (float timeSlice)
 
override bool RplSave (ScriptBitWriter writer)
 
override bool RplLoad (ScriptBitReader reader)
 
override void OnDelete (IEntity owner)
 
override void OnPostInit (IEntity owner)
 

Protected Member Functions

void InitSignals ()
 Cache procedural animation signals.
 
- Protected Member Functions inherited from SCR_GadgetComponent
void ModeSwitch (EGadgetMode mode, IEntity charOwner)
 Set gadget mode.
 
void ModeClear (EGadgetMode mode)
 Clear gadget mode.
 
void ConnectToGadgetsSystem ()
 Starts on frame update event.
 
void DisconnectFromGadgetsSystem ()
 
- Protected Member Functions inherited from ScriptGameComponent
bool OnTicksOnRemoteProxy ()
 

Protected Attributes

bool m_bSignalInit = false
 
int m_iSignalPower = -1
 
int m_iSignalChannelKhz = -1
 
int m_iSignalChannelMhz = -1
 
- Protected Attributes inherited from SCR_GadgetComponent
EGadgetAnimVariable m_eAnimVariable
 
SCR_EUseContext m_eUseMask
 
vector m_vEquipmentSlotOffset
 
float m_fWeaponNoFireTime
 
bool m_bActivated = false
 
EGadgetMode m_iMode = EGadgetMode.ON_GROUND
 
ChimeraCharacter m_CharacterOwner
 

Additional Inherited Members

- Public Attributes inherited from SCR_GadgetComponent
bool m_bFocused
 

Member Function Documentation

◆ ActivateGadgetUpdate()

override void SCR_RadioComponent.ActivateGadgetUpdate ( )

Activate gadget frame update.

Implements SCR_GadgetComponent.

◆ CanBeHeld()

override bool SCR_RadioComponent.CanBeHeld ( )

Can be held in hand.

Returns
Returns true if heldable

Implements SCR_GadgetComponent.

◆ ChangeFrequencyStep()

bool SCR_RadioComponent.ChangeFrequencyStep ( bool  direction)

Change frequency by a single step, init proc anims.

Parameters
[in]directiondecides whether the frequency is increased (true) / decreased (false)
Returns
true on success, false otherwise

◆ DeactivateGadgetUpdate()

override void SCR_RadioComponent.DeactivateGadgetUpdate ( )

Deactivate gadget frame flag.

Implements SCR_GadgetComponent.

◆ GetRadioComponent()

BaseRadioComponent SCR_RadioComponent.GetRadioComponent ( )
Returns

◆ GetType()

override EGadgetType SCR_RadioComponent.GetType ( )

Get gadget type.

Returns
Returns gadget type

Implements SCR_GadgetComponent.

◆ InitSignals()

void SCR_RadioComponent.InitSignals ( )
protected

Cache procedural animation signals.

◆ IsVisibleEquipped()

override bool SCR_RadioComponent.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.

◆ ModeSwitch()

override void SCR_RadioComponent.ModeSwitch ( EGadgetMode  mode,
IEntity  charOwner 
)

Set gadget mode.

Parameters
[in]modeis the target mode being switched to
[in]charOwner

Implements SCR_GadgetComponent.

◆ OnPostInit()

override void SCR_RadioComponent.OnPostInit ( IEntity  owner)

Implements SCR_GadgetComponent.

◆ RadioToggle()

void SCR_RadioComponent.RadioToggle ( )

Radio on/off toggle.

◆ Update()

override void SCR_RadioComponent.Update ( float  timeSlice)
Parameters
[in]timeSlice

Implements SCR_GadgetComponent.

◆ UpdateVisibility()

override void SCR_RadioComponent.UpdateVisibility ( EGadgetMode  mode)

Set visibility when show/hide hand animation starts/finishes.

Implements SCR_GadgetComponent.

Member Data Documentation

◆ m_bSignalInit

bool SCR_RadioComponent.m_bSignalInit = false
protected

◆ m_iSignalChannelKhz

int SCR_RadioComponent.m_iSignalChannelKhz = -1
protected

◆ m_iSignalChannelMhz

int SCR_RadioComponent.m_iSignalChannelMhz = -1
protected

◆ m_iSignalPower

int SCR_RadioComponent.m_iSignalPower = -1
protected

The documentation for this interface was generated from the following file: