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| override void | OnCompartmentEntered (IEntity vehicle, IEntity occupant, BaseCompartmentSlot compartment, bool move) |
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| override void | OnCompartmentLeft (IEntity vehicle, IEntity occupant, BaseCompartmentSlot compartment, bool move) |
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| override void | OnFactionChanged (Faction previous, Faction current) |
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| void | OnCompartmentEntering (IEntity vehicle, IEntity occupant, BaseCompartmentSlot compartment, bool move) |
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◆ IsVehicleActive()
| bool SCR_VehicleFactionAffiliationComponent.IsVehicleActive |
( |
| ) |
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Check if there are any conscious and alive occupants among the occupants.
◆ IsVehicleOccupied()
| bool SCR_VehicleFactionAffiliationComponent.IsVehicleOccupied |
( |
| ) |
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Check if there are any occupants regardless of life state.
◆ OnCompartmentEntered()
| override void SCR_VehicleFactionAffiliationComponent.OnCompartmentEntered |
( |
IEntity | vehicle, |
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IEntity | occupant, |
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BaseCompartmentSlot | compartment, |
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bool | move ) |
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protected |
◆ OnCompartmentLeft()
| override void SCR_VehicleFactionAffiliationComponent.OnCompartmentLeft |
( |
IEntity | vehicle, |
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IEntity | occupant, |
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BaseCompartmentSlot | compartment, |
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bool | move ) |
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protected |
◆ OnOccupantLifeStateChanged()
◆ OnPostInit()
| override void SCR_VehicleFactionAffiliationComponent.OnPostInit |
( |
IEntity | owner | ) |
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Called after all components are initialized.
- Parameters
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| owner | Entity this component is attached to. |
Implements FactionAffiliationComponent.
◆ UpdateOccupantsCount()
| void SCR_VehicleFactionAffiliationComponent.UpdateOccupantsCount |
( |
IEntity | ignoreOccupant = null | ) |
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◆ m_iAliveOccupantCount
| int SCR_VehicleFactionAffiliationComponent.m_iAliveOccupantCount |
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protected |
◆ m_iOccupantCount
| int SCR_VehicleFactionAffiliationComponent.m_iOccupantCount |
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protected |
The documentation for this interface was generated from the following file:
- Game/Vehicle/SCR_VehicleFactionAffiliationComponent.c