Arma Reforger Script API
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Public Member Functions | |
override bool | ShouldBePaused () |
Is this system should be paused while the simulation is paused? | |
void | RpcDo_SetSignalOnEntity (EntityID pEntID, string signalName, int val) |
Sets signal value on entity by ID. | |
void | SetSignalValue (IEntity entity, string signalName, int val) |
Sets signal value on entity via RPC. | |
void | RpcDo_PlaySoundOnEntity (EntityID pEntID, string sSndName) |
Plays sound on entity by ID. | |
void | PlaySoundOnEntity (IEntity entity, string sSndName) |
Plays sound on entity or game mode if entity is null. | |
void | PlayIntroVoiceline (int playerID, string eventName, EntityID entityID) |
Plays intro voiceline for player with specified event name and entity ID. | |
void | RpcDo_PlayIntroVoiceline (int playerID, string eventName, EntityID entityID) |
Plays intro voiceline event for player, sets objectives based on indexes, and plays sound event. | |
void | RpcDo_PlaySoundOnEntityPosition (RplId objectID, string soundFile, string soundEventName) |
Plays sound on entity position with given sound file and event name. | |
void | PlaySoundOnEntityPosition (IEntity object, string soundFile, string soundEventName) |
Plays sound event on the position of provided entity. | |
SCR_BaseTask | GetLastFinishedTask () |
SCR_ScenarioFrameworkLayerBase | GetLastFinishedTaskLayer () |
array< SCR_ScenarioFrameworkArea > | GetAreas () |
void | OnTaskCreated (SCR_BaseTask task) |
void | OnTaskUpdate (SCR_BaseTask task, SCR_ETaskEventMask mask) |
Updates task properties, checks if task is finished, and triggers pop-up messages or slot task updates based on event. | |
void | SetMissionEndScreen (EGameOverTypes GameOverType) |
void | Finish () |
Finishes current game mode, sets match over flag, and ends game mode with specified type. | |
bool | GetIsMatchOver () |
ScriptInvoker | GetOnAllAreasInitiated () |
ScriptInvoker | GetOnTaskStateChanged () |
SCR_ScenarioFrameworkArea | SelectNearestAreaByTaskType (SCR_ESFTaskType eTaskType) |
Selects nearest area with suitable task type for last finished task position. | |
bool | IsMaster () |
Checks if current game mode has RplComponent and is not a proxy. | |
void | RegisterArea (SCR_ScenarioFrameworkArea area) |
Registers new area in scenario framework areas list. | |
void | LoadComponentSettings () |
Loads component settings from SCR_GameModeSFManager. | |
void | LoadHeaderSettings () |
Loads mission header settings. | |
bool | Init () |
Initializes scenario framework system. | |
void | PostInit () |
Generates tasks for debug shape layers on player connect, if any. | |
void | SyncDebugShapes (int playerID) |
Synchronizes debug shapes for player with ID, manages layer visibility and position. | |
void | SpawnRandomTask (int countSafe=0) |
Spawns random tasks in an area, removing duplicates and ensuring task type balance. | |
void | GenerateTasks () |
Main function responsible for selecting available tasks and spawning the areas related to the tasks. | |
void | CreateVariableValue (string key, string value) |
Create a new global variable at the scenario. | |
void | SetVariableValue (string key, string value) |
Set a value to global variable at the scenario. | |
bool | GetVariable (string key, out string value) |
Get value of given variable. | |
void | PrepareLayerTasksAfterInit () |
Prepares Layer Tasks that were selected by ON_TASK_INIT activation for invoking AfterTasksInitActions. | |
void | CheckLayerTasksAfterInit (SCR_ScenarioFrameworkLayerBase layer) |
Checks if all Layer Tasks that were selected by ON_TASK_INIT activation for invoking AfterTasksInitActions are finished with spawning. | |
void | ProcessVoicelineEnumAndString (TypeName targetEnum, string targetString) |
Processes voice line enum and string, assigns index if match found. | |
void | AfterLayerTasksInit () |
Executes AfterTasksInitActions after all Layer Tasks are finished spawning. | |
void | GenerateSingleTask (int index) |
Generates an area with a layer and slot tasks, if valid indices provided. | |
SCR_ScenarioFrameworkArea | SelectRandomAreaByTaskType (SCR_ESFTaskType eTaskType) |
Selects random area with suitable task type from list of areas. | |
SCR_ScenarioFrameworkArea | GetParentArea (IEntity child) |
Get parent area the object is nested into. | |
void | PrepareAreaSpecificDynamicDespawn (SCR_ScenarioFrameworkArea area, bool staySpawned=false) |
Prepares dynamic spawn/despawn for specific area (Intended for runtime usage) | |
void | RemoveAreaSpecificDynamicDespawn (SCR_ScenarioFrameworkArea area, bool staySpawned=false) |
Removes dynamic spawn/despawn for specific area (Intended for runtime usage) | |
void | PrepareDynamicDespawn () |
Prepares dynamic spawn/despawn. | |
void | CheckDistance () |
Refreshes array of player characters and checks which areas should spawn/despawn. | |
void | DynamicSpawn () |
Goes over despawned areas and checks whether or not said area should spawn. | |
void | DynamicDespawn () |
Goes over spawned areas and checks whether or not said area should despawn. | |
void | ShowHint (string sTitle, string sSubtitle, int timeOut, FactionKey factionKey="", int playerID=-1) |
Displays hint with title, subtitle, timeout, faction key, and player ID, then calls RpcDo. | |
void | RpcDo_ShowHint (string sTitle, string sSubtitle, int timeOut, FactionKey factionKey, int playerID) |
Displays hint with title, subtitle, timeout, and fact/playerID checks. | |
void | PopUpMessage (string sTitle, string sSubtitle, FactionKey factionKey="", int playerID=-1) |
Displays a pop-up message with title, subtitle, optional faction key, and optional player ID. | |
void | RpcDo_PopUpMessage (string sTitle, string sSubtitle, FactionKey factionKey, int playerID) |
Displays pop-up message with title, subtitle, and checks if player is in specified faction or not. | |
void | ManageLayerDebugShape (EntityID id, bool draw, float radius, bool runtime) |
Manages layer debug shape visibility and radius, updates event mask if draw is true, stores layer IDs for runtime in session. | |
void | RpcDo_ManageLayerDebugShape (int playerID, EntityID id, bool draw, float radius) |
Manages layer debug shape visibility and radius for specified player. | |
Public Member Functions inherited from GameSystem | |
bool | ShouldBePaused () |
Is this system should be paused while the simulation is paused? | |
bool | ShouldBeEnabledInEditMode () |
Is this system should be enabled inside the editor. | |
Static Public Member Functions | |
static SCR_ScenarioFrameworkSystem | GetInstance () |
static ScriptCallQueue | GetCallQueue () |
static ScriptInvokerScenarioFrameworkSlotAI | GetOnSlotAISpawned () |
static void | InvokeSlotAISpawned (SCR_ScenarioFrameworkLayerBase layer, IEntity entity) |
Static Public Attributes | |
static ref ScriptInvokerBase< ScriptInvokerScenarioFrameworkSlotAIMethod > | m_OnSlotAISpawned |
Protected Member Functions | |
override void | OnInit () |
Registers debug menus for ScenarioFramework in DiagMenu. | |
override void | OnUpdate (ESystemPoint point) |
override void | OnDiag (float timeSlice) |
Protected Attributes | |
float | m_fTimer |
float | m_fCheckInterval |
Static Protected Attributes | |
static ref ScriptCallQueue | m_CallQueue = new ScriptCallQueue() |
void SCR_ScenarioFrameworkSystem.AfterLayerTasksInit | ( | ) |
Executes AfterTasksInitActions after all Layer Tasks are finished spawning.
void SCR_ScenarioFrameworkSystem.CheckDistance | ( | ) |
Refreshes array of player characters and checks which areas should spawn/despawn.
void SCR_ScenarioFrameworkSystem.CheckLayerTasksAfterInit | ( | SCR_ScenarioFrameworkLayerBase | layer | ) |
Checks if all Layer Tasks that were selected by ON_TASK_INIT activation for invoking AfterTasksInitActions are finished with spawning.
void SCR_ScenarioFrameworkSystem.CreateVariableValue | ( | string | key, |
string | value | ||
) |
Create a new global variable at the scenario.
void SCR_ScenarioFrameworkSystem.DynamicDespawn | ( | ) |
Goes over spawned areas and checks whether or not said area should despawn.
void SCR_ScenarioFrameworkSystem.DynamicSpawn | ( | ) |
Goes over despawned areas and checks whether or not said area should spawn.
void SCR_ScenarioFrameworkSystem.Finish | ( | ) |
Finishes current game mode, sets match over flag, and ends game mode with specified type.
void SCR_ScenarioFrameworkSystem.GenerateSingleTask | ( | int | index | ) |
Generates an area with a layer and slot tasks, if valid indices provided.
[in] | index | Index represents the specific task configuration for slot, layer, and area in the scenario. |
void SCR_ScenarioFrameworkSystem.GenerateTasks | ( | ) |
Main function responsible for selecting available tasks and spawning the areas related to the tasks.
array< SCR_ScenarioFrameworkArea > SCR_ScenarioFrameworkSystem.GetAreas | ( | ) |
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bool SCR_ScenarioFrameworkSystem.GetIsMatchOver | ( | ) |
SCR_BaseTask SCR_ScenarioFrameworkSystem.GetLastFinishedTask | ( | ) |
SCR_ScenarioFrameworkLayerBase SCR_ScenarioFrameworkSystem.GetLastFinishedTaskLayer | ( | ) |
ScriptInvoker SCR_ScenarioFrameworkSystem.GetOnAllAreasInitiated | ( | ) |
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ScriptInvoker SCR_ScenarioFrameworkSystem.GetOnTaskStateChanged | ( | ) |
SCR_ScenarioFrameworkArea SCR_ScenarioFrameworkSystem.GetParentArea | ( | IEntity | child | ) |
Get parent area the object is nested into.
[in] | child |
bool SCR_ScenarioFrameworkSystem.GetVariable | ( | string | key, |
out string | value | ||
) |
Get value of given variable.
bool SCR_ScenarioFrameworkSystem.Init | ( | ) |
Initializes scenario framework system.
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bool SCR_ScenarioFrameworkSystem.IsMaster | ( | ) |
Checks if current game mode has RplComponent and is not a proxy.
void SCR_ScenarioFrameworkSystem.LoadComponentSettings | ( | ) |
Loads component settings from SCR_GameModeSFManager.
void SCR_ScenarioFrameworkSystem.LoadHeaderSettings | ( | ) |
Loads mission header settings.
void SCR_ScenarioFrameworkSystem.ManageLayerDebugShape | ( | EntityID | id, |
bool | draw, | ||
float | radius, | ||
bool | runtime | ||
) |
Manages layer debug shape visibility and radius, updates event mask if draw is true, stores layer IDs for runtime in session.
[in] | id | Entity ID represents the unique identifier for an entity in the game world, used to find and manipulate specific objects in the simulation |
[in] | draw | represents whether to display debug shape for the layer during runtime. |
[in] | radius | represents the size of debug shape drawn around the layer entity in the game world. |
[in] | runtime | determines if debug shapes should be drawn during gameplay or not. |
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[in] | timeSlice | interval for diagnostics update. |
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Registers debug menus for ScenarioFramework in DiagMenu.
void SCR_ScenarioFrameworkSystem.OnTaskCreated | ( | SCR_BaseTask | task | ) |
[in] | task | Displays a message when a new task is created, indicating if it's for a specific faction or not. |
void SCR_ScenarioFrameworkSystem.OnTaskUpdate | ( | SCR_BaseTask | task, |
SCR_ETaskEventMask | mask | ||
) |
Updates task properties, checks if task is finished, and triggers pop-up messages or slot task updates based on event.
[in] | task | Updates task properties, checks for finished tasks, triggers pop-up messages, and invokes onTaskStateChanged event |
[in] | mask | Task event mask representing changes in task properties, excluding creation, completion, or assignee changes. |
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void SCR_ScenarioFrameworkSystem.PlayIntroVoiceline | ( | int | playerID, |
string | eventName, | ||
EntityID | entityID | ||
) |
Plays intro voiceline for player with specified event name and entity ID.
[in] | playerID | Player ID represents the unique identifier for the player in the game. |
[in] | eventName | Plays intro voiceline for event. |
[in] | entityID | EntityID represents the ID of the entity playing the intro voiceline. |
void SCR_ScenarioFrameworkSystem.PlaySoundOnEntity | ( | IEntity | entity, |
string | sSndName | ||
) |
Plays sound on entity or game mode if entity is null.
[in] | entity | Represents an in-game object or character. |
[in] | sSndName | sSndName is the name of the sound file to play on the specified entity. |
void SCR_ScenarioFrameworkSystem.PlaySoundOnEntityPosition | ( | IEntity | object, |
string | soundFile, | ||
string | soundEventName | ||
) |
Plays sound event on the position of provided entity.
[in] | object | where taht sound will be played |
[in] | soundFile | resource name of a sound file that contains desired event |
[in] | soundEventName | name of a sound event that will be used to play a sound |
void SCR_ScenarioFrameworkSystem.PopUpMessage | ( | string | sTitle, |
string | sSubtitle, | ||
FactionKey | factionKey = "" , |
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int | playerID = -1 |
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Displays a pop-up message with title, subtitle, optional faction key, and optional player ID.
[in] | sTitle | for pop-up message displayed on screen. |
[in] | sSubtitle | is the secondary message displayed in the pop-up message box. |
[in] | factionKey | represents the identifier for the faction in the game, used to specify which faction's message is being |
[in] | playerID | represents the unique identifier for the player receiving the pop-up message. |
void SCR_ScenarioFrameworkSystem.PostInit | ( | ) |
Generates tasks for debug shape layers on player connect, if any.
void SCR_ScenarioFrameworkSystem.PrepareAreaSpecificDynamicDespawn | ( | SCR_ScenarioFrameworkArea | area, |
bool | staySpawned = false |
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Prepares dynamic spawn/despawn for specific area (Intended for runtime usage)
[in] | area | |
[in] | staySpawned |
void SCR_ScenarioFrameworkSystem.PrepareDynamicDespawn | ( | ) |
Prepares dynamic spawn/despawn.
void SCR_ScenarioFrameworkSystem.PrepareLayerTasksAfterInit | ( | ) |
Prepares Layer Tasks that were selected by ON_TASK_INIT activation for invoking AfterTasksInitActions.
void SCR_ScenarioFrameworkSystem.ProcessVoicelineEnumAndString | ( | TypeName | targetEnum, |
string | targetString | ||
) |
Processes voice line enum and string, assigns index if match found.
[in] | targetEnum | TargetEnum is an enum type representing combat operations in the game, used for indexing voice lines based on the given string. |
[in] | targetString | Represents a string value associated with an enum in the SCR_ECombatOps_Everon_Tasks enum |
void SCR_ScenarioFrameworkSystem.RegisterArea | ( | SCR_ScenarioFrameworkArea | area | ) |
Registers new area in scenario framework areas list.
[in] | area | to be registered. |
void SCR_ScenarioFrameworkSystem.RemoveAreaSpecificDynamicDespawn | ( | SCR_ScenarioFrameworkArea | area, |
bool | staySpawned = false |
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Removes dynamic spawn/despawn for specific area (Intended for runtime usage)
[in] | area | |
[in] | staySpawned |
void SCR_ScenarioFrameworkSystem.RpcDo_ManageLayerDebugShape | ( | int | playerID, |
EntityID | id, | ||
bool | draw, | ||
float | radius | ||
) |
Manages layer debug shape visibility and radius for specified player.
[in] | playerID | Player ID represents the unique identifier for the player controlling the action in the method. |
[in] | id | Represents entity ID for scenario layer in the game world. |
[in] | draw | parameter represents whether to enable or disable debug shapes for the specified layer during runtime. |
[in] | radius | represents the size of debug shape drawn around the layer during runtime. |
void SCR_ScenarioFrameworkSystem.RpcDo_PlayIntroVoiceline | ( | int | playerID, |
string | eventName, | ||
EntityID | entityID | ||
) |
Plays intro voiceline event for player, sets objectives based on indexes, and plays sound event.
[in] | playerID | Player ID represents the unique identifier for the player in the game. |
[in] | eventName | EventName is the name of the sound event to be played for the player when intro voiceline is triggered. |
[in] | entityID | EntityID represents an optional parameter for specifying an entity in the game world to which the intro voice line should be played. |
void SCR_ScenarioFrameworkSystem.RpcDo_PlaySoundOnEntity | ( | EntityID | pEntID, |
string | sSndName | ||
) |
Plays sound on entity by ID.
[in] | pEntID | Entity ID representing an object in the game world. |
[in] | sSndName | Sound name for playing sound on entity. |
void SCR_ScenarioFrameworkSystem.RpcDo_PlaySoundOnEntityPosition | ( | RplId | objectID, |
string | soundFile, | ||
string | soundEventName | ||
) |
Plays sound on entity position with given sound file and event name.
[in] | objectID | Represents an entity in the game world. |
[in] | soundFile | Sound file is the audio resource played at the entity's position. |
[in] | soundEventName | SoundEventName is the name of the sound event to play on the specified entity's position. |
void SCR_ScenarioFrameworkSystem.RpcDo_PopUpMessage | ( | string | sTitle, |
string | sSubtitle, | ||
FactionKey | factionKey, | ||
int | playerID | ||
) |
Displays pop-up message with title, subtitle, and checks if player is in specified faction or not.
[in] | sTitle | for pop-up message displayed on screen. |
[in] | sSubtitle | is the message content displayed in the pop-up notification. |
[in] | factionKey | represents the identifier for a faction in the game, used to check if the local player is part of it |
[in] | playerID | represents the unique identifier for a player in the game. |
void SCR_ScenarioFrameworkSystem.RpcDo_SetSignalOnEntity | ( | EntityID | pEntID, |
string | signalName, | ||
int | val | ||
) |
Sets signal value on entity by ID.
[in] | pEntID | Entity ID of an object in the game world. |
[in] | signalName | Signal name is an identifier for a specific signal within an entity, used to set its value in the method. |
[in] | val | val represents the value to set for the specified signal on the entity. |
void SCR_ScenarioFrameworkSystem.RpcDo_ShowHint | ( | string | sTitle, |
string | sSubtitle, | ||
int | timeOut, | ||
FactionKey | factionKey, | ||
int | playerID | ||
) |
Displays hint with title, subtitle, timeout, and fact/playerID checks.
[in] | sTitle | is the title of the hint message displayed to players. |
[in] | sSubtitle | is the secondary message displayed in hint UI, it provides additional information related to the main title. |
[in] | timeOut | represents the duration in seconds for which hint is displayed on screen. |
[in] | factionKey | represents the identifier for the faction in the game, used to check if the local player is part of it |
[in] | playerID | represents the unique identifier for a player in the game. |
SCR_ScenarioFrameworkArea SCR_ScenarioFrameworkSystem.SelectNearestAreaByTaskType | ( | SCR_ESFTaskType | eTaskType | ) |
Selects nearest area with suitable task type for last finished task position.
[in] | eTaskType | eTaskType represents the type of task required for selecting an area in the scenario framework. |
SCR_ScenarioFrameworkArea SCR_ScenarioFrameworkSystem.SelectRandomAreaByTaskType | ( | SCR_ESFTaskType | eTaskType | ) |
Selects random area with suitable task type from list of areas.
[in] | eTaskType | Task type parameter represents the type of task to be assigned in the selected area. |
void SCR_ScenarioFrameworkSystem.SetMissionEndScreen | ( | EGameOverTypes | GameOverType | ) |
[in] | GameOverType | Represents mission end type for displaying appropriate end screen in game. |
void SCR_ScenarioFrameworkSystem.SetSignalValue | ( | IEntity | entity, |
string | signalName, | ||
int | val | ||
) |
Sets signal value on entity via RPC.
[in] | entity | Represents an in-game object with properties and behavior. |
[in] | signalName | SignalName is the name of the signal on the entity to set its value. |
[in] | val | val: Integer representing signal value to set on entity. |
void SCR_ScenarioFrameworkSystem.SetVariableValue | ( | string | key, |
string | value | ||
) |
Set a value to global variable at the scenario.
override bool SCR_ScenarioFrameworkSystem.ShouldBePaused | ( | ) |
Is this system should be paused while the simulation is paused?
Implements GameSystem.
void SCR_ScenarioFrameworkSystem.ShowHint | ( | string | sTitle, |
string | sSubtitle, | ||
int | timeOut, | ||
FactionKey | factionKey = "" , |
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int | playerID = -1 |
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Displays hint with title, subtitle, timeout, faction key, and player ID, then calls RpcDo.
[in] | sTitle | string for hint message displayed on screen. |
[in] | sSubtitle | is the secondary message displayed in hint. |
[in] | timeOut | represents the duration in milliseconds for which hint is displayed on screen. |
[in] | factionKey | represents the identifier for the faction in the game world. |
[in] | playerID | represents the unique identifier for the player receiving the hint. |
void SCR_ScenarioFrameworkSystem.SpawnRandomTask | ( | int | countSafe = 0 | ) |
Spawns random tasks in an area, removing duplicates and ensuring task type balance.
[in] | countSafe | CountSafe represents the number of tasks already spawned in the scenario, used for limiting the maximum number of tasks that can be |
void SCR_ScenarioFrameworkSystem.SyncDebugShapes | ( | int | playerID | ) |
Synchronizes debug shapes for player with ID, manages layer visibility and position.
[in] | playerID | Player ID represents the unique identifier for the player controlling the action in the method. |
ref array<ref SCR_ScenarioFrameworkActionBase> SCR_ScenarioFrameworkSystem.m_aAfterTasksInitActions |
ref array<SCR_ScenarioFrameworkArea> SCR_ScenarioFrameworkSystem.m_aAreas = {} |
ref array<string> SCR_ScenarioFrameworkSystem.m_aAreasTasksToSpawn = {} |
ref array<string> SCR_ScenarioFrameworkSystem.m_aCoreAreas |
ref array<ref SCR_ScenarioFrameworkDebugArea> SCR_ScenarioFrameworkSystem.m_aDebugAreas |
ref array<ref Tuple3<EntityID, bool, float> > SCR_ScenarioFrameworkSystem.m_aDebugShapesLayers = {} |
ref array<ref Tuple3<SCR_ScenarioFrameworkArea, vector, int> > SCR_ScenarioFrameworkSystem.m_aDespawnedAreas = {} |
ref array<SCR_ESFTaskType> SCR_ScenarioFrameworkSystem.m_aESFTaskTypeForRandomization = {} |
ref array<SCR_ESFTaskType> SCR_ScenarioFrameworkSystem.m_aESFTaskTypesAvailable = {} |
ref array<int> SCR_ScenarioFrameworkSystem.m_aIntroVoicelineIndexes = {} |
ref array<string> SCR_ScenarioFrameworkSystem.m_aLayersTaskToSpawn = {} |
ref array<SCR_ScenarioFrameworkLayerTask> SCR_ScenarioFrameworkSystem.m_aLayerTasksForRandomization = {} |
ref array<SCR_ScenarioFrameworkLayerTask> SCR_ScenarioFrameworkSystem.m_aLayerTasksToBeInitialized = {} |
ref array<vector> SCR_ScenarioFrameworkSystem.m_aObservers = {} |
ref array<SCR_ScenarioFrameworkArea> SCR_ScenarioFrameworkSystem.m_aSelectedAreas = {} |
ref array<string> SCR_ScenarioFrameworkSystem.m_aSlotsTaskToSpawn = {} |
ref array<ref Tuple3<SCR_ScenarioFrameworkArea, vector, int> > SCR_ScenarioFrameworkSystem.m_aSpawnedAreas = {} |
ref array<ref SCR_ScenarioFrameworkTaskType> SCR_ScenarioFrameworkSystem.m_aTaskTypesAvailable |
bool SCR_ScenarioFrameworkSystem.m_bDebugInit |
bool SCR_ScenarioFrameworkSystem.m_bDynamicDespawn |
bool SCR_ScenarioFrameworkSystem.m_bMatchOver |
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EGameOverTypes SCR_ScenarioFrameworkSystem.m_eGameOverType = EGameOverTypes.COMBATPATROL_DRAW |
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int SCR_ScenarioFrameworkSystem.m_iCurrentlySpawnedLayerTasks |
int SCR_ScenarioFrameworkSystem.m_iMaxNumberOfTasks |
int SCR_ScenarioFrameworkSystem.m_iUpdateRate |
SCR_BaseTask SCR_ScenarioFrameworkSystem.m_LastFinishedTask |
SCR_ScenarioFrameworkLayerBase SCR_ScenarioFrameworkSystem.m_LastFinishedTaskLayer |
ref ScriptInvoker SCR_ScenarioFrameworkSystem.m_OnAllAreasInitiated |
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ref ScriptInvoker SCR_ScenarioFrameworkSystem.m_OnTaskStateChanged |
ResourceName SCR_ScenarioFrameworkSystem.m_sVoiceOverDataConfig |
ref map<string, string> SCR_ScenarioFrameworkSystem.m_VariableMap = new map<string, string> |