OverrideHasHeavyWeapon
Tracking Issue: #172
Tags: loadoutslots, events
The OverrideHasHeavyWeapon
event allows mods to override the base game logic
that determines whether a Unit has a Heavy Weapon Slot or not.
Keep in mind the GetNumHeavyWeaponSlotsOverride() X2DLCInfo method may override
this later.
OverrideHasHeavyWeapon event
Param | Value |
---|---|
EventID | OverrideHasHeavyWeapon |
EventData | XComLWTuple |
EventSource | XComGameState_Unit |
NewGameState | maybe |
Tuple contents
Index | Name | Type | Direction |
---|---|---|---|
0 | bOverrideHasHeavyWeapon | bool | inout |
1 | bHasHeavyWeapon | bool | inout |
Listener template
static function EventListenerReturn OnOverrideHasHeavyWeapon(Object EventData, Object EventSource, XComGameState GameState, Name EventID, Object CallbackObject)
{
local XComGameState_Unit UnitState;
local XComLWTuple Tuple;
local bool bOverrideHasHeavyWeapon;
local bool bHasHeavyWeapon;
UnitState = XComGameState_Unit(EventSource);
Tuple = XComLWTuple(EventData);
bOverrideHasHeavyWeapon = Tuple.Data[0].b;
bHasHeavyWeapon = Tuple.Data[1].b;
// Your code here
Tuple.Data[0].b = bOverrideHasHeavyWeapon;
Tuple.Data[1].b = bHasHeavyWeapon;
return ELR_NoInterrupt;
}