#include <WsfAssetPerception.hpp>
◆ AssetSystem() [1/4]
| WsfAssetPerception::AssetSystem::AssetSystem |
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◆ AssetSystem() [2/4]
| WsfAssetPerception::AssetSystem::AssetSystem |
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WsfWeapon & | aWeapon | ) |
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References cTASK_RESOURCE_TYPE_JAMMER, cTASK_RESOURCE_TYPE_WEAPON, WsfWeapon::GetActiveRequestCount(), WsfWeapon::GetEM_XmtrCount(), WsfWeapon::GetMaximumRequestCount(), WsfWeapon::GetModeCount(), WsfWeapon::GetModeEntry(), WsfObject::GetNameId(), WsfWeapon::GetQuantityRemaining(), WsfObject::GetTypeId(), WsfWeapon::InhibitWhileReloading(), WsfObject::IsA_TypeOf(), WsfWeapon::IsReloading(), mQuantityRemaining, mReadyAssignment, mSystemKind, mSystemName, and mSystemType.
◆ AssetSystem() [3/4]
| WsfAssetPerception::AssetSystem::AssetSystem |
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WsfSensor & | aSensor | ) |
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◆ AssetSystem() [4/4]
| WsfAssetPerception::AssetSystem::AssetSystem |
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AssetSystem & | aSrc, |
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unsigned int | aReady, |
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double | aQuantity ) |
◆ mQuantityRemaining
| double WsfAssetPerception::AssetSystem::mQuantityRemaining {0.0} |
◆ mReadyAssignment
| unsigned int WsfAssetPerception::AssetSystem::mReadyAssignment {0U} |
◆ mSystemKind
◆ mSystemName
| WsfStringId WsfAssetPerception::AssetSystem::mSystemName {"<name>"} |
◆ mSystemType
| WsfStringId WsfAssetPerception::AssetSystem::mSystemType {"<type>"} |
The documentation for this class was generated from the following files: