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| void | OnItemPossessed (IEntity item, BaseInventoryStorageComponent pStorageOwner) |
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| void | OnItemDropped (IEntity item, BaseInventoryStorageComponent pStorageOwner) |
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| override void | OnActivate (IEntity object) |
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| override array< ref SCR_ScenarioFrameworkActionBase > | GetSubActions () |
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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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| 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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◆ GetSubActions()
◆ HandleNewSlotGC()
| void SCR_ScenarioFrameworkActionItemSafeguard.HandleNewSlotGC |
( |
IEntity | entity | ) |
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protected |
Handles the cases where GarbageSystem might delete new slot entity.
◆ HandleOldSlotGC()
| void SCR_ScenarioFrameworkActionItemSafeguard.HandleOldSlotGC |
( |
IEntity | entity | ) |
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protected |
Handles possible revert of case prevention where GarbageSystem might delete root entity.
◆ OnActivate()
| override void SCR_ScenarioFrameworkActionItemSafeguard.OnActivate |
( |
IEntity | object | ) |
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◆ OnDestroyed()
| void SCR_ScenarioFrameworkActionItemSafeguard.OnDestroyed |
( |
IEntity | destroyedEntity | ) |
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protected |
Used to remove task item from destroyed entity inventory and drop it to the ground.
◆ OnDisconnected()
| void SCR_ScenarioFrameworkActionItemSafeguard.OnDisconnected |
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int | playerID | ) |
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protected |
◆ OnItemCarrierChanged()
◆ OnItemDropped()
◆ OnItemPossessed()
◆ RegisterPlayer()
| void SCR_ScenarioFrameworkActionItemSafeguard.RegisterPlayer |
( |
int | playerID, |
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IEntity | playerEntity ) |
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protected |
◆ m_aActionsOnItemDropped
◆ m_aActionsOnItemPossessed
◆ m_eGarbageCollectionStatus
| SCR_EScenarioFrameworkItemGCState SCR_ScenarioFrameworkActionItemSafeguard.m_eGarbageCollectionStatus = SCR_EScenarioFrameworkItemGCState.UNDEFINED |
◆ m_Getter
◆ m_ItemEntity
| IEntity SCR_ScenarioFrameworkActionItemSafeguard.m_ItemEntity |
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protected |
The documentation for this interface was generated from the following file:
- Game/ScenarioFramework/Actions/SCR_ScenarioFrameworkActionItemSafeguard.c