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| override void | OnActivate (IEntity object) |
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| void | ProcessPlayer (notnull IEntity playerEnt, notnull SCR_ScenarioFrameworkTask task) |
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| void | Init (IEntity entity) |
| | Initializes entity, sets OnActivate and OnDeactivate event handlers for SCR_BaseTriggerEntity.
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| bool | CanActivate () |
| | Checks if action can be activated, handles maximum activation limit, increments activation count if possible.
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| bool | ValidateInputEntity (IEntity object, SCR_ScenarioFrameworkGet getter, out IEntity entity) |
| | Validates input entity for ScenarioFramework Action, checks if it's from layer or getter, returns true if valid.
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| array< ref SCR_ScenarioFrameworkActionBase > | GetSubActions () |
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| void | RestoreToDefault () |
| | Restores default settings for action and resets number of activations.
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| void | SpawnObjects (notnull array< string > aObjectsNames, SCR_ScenarioFrameworkEActivationType eActivationType) |
| | Spawns objects from an array, checks for existence, activation type, and initializes them with specified activation type.
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| proto external string | GetStoreName () |
| | Retrieve the store name, usually just a GUID.
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◆ OnActivate()
| override void SCR_ScenarioFrameworkActionAssignTask.OnActivate |
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IEntity | object | ) |
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◆ ProcessPlayer()
| void SCR_ScenarioFrameworkActionAssignTask.ProcessPlayer |
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notnull IEntity | playerEnt, |
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notnull SCR_ScenarioFrameworkTask | task ) |
◆ m_bAssignTask
| bool SCR_ScenarioFrameworkActionAssignTask.m_bAssignTask |
◆ m_bForceAssign
| bool SCR_ScenarioFrameworkActionAssignTask.m_bForceAssign |
◆ m_PlayerGetter
◆ m_TaskGetter
The documentation for this interface was generated from the following file:
- Game/ScenarioFramework/Actions/SCR_ScenarioFrameworkActionAssignTask.c