#include <WsfSA_Processor.hpp>
◆ engagedTargetList
◆ initialNumWeapons
| uint16_t WsfSA_Processor::SA_WeaponsDataSummary::initialNumWeapons {0} |
◆ jammingDetected
| bool WsfSA_Processor::SA_WeaponsDataSummary::jammingDetected {false} |
◆ masterArmActive
| bool WsfSA_Processor::SA_WeaponsDataSummary::masterArmActive {false} |
◆ masterCaution
| bool WsfSA_Processor::SA_WeaponsDataSummary::masterCaution {false} |
◆ masterWarning
| bool WsfSA_Processor::SA_WeaponsDataSummary::masterWarning {false} |
◆ numChaff
| uint8_t WsfSA_Processor::SA_WeaponsDataSummary::numChaff {0} |
◆ numDecoys
| uint8_t WsfSA_Processor::SA_WeaponsDataSummary::numDecoys {0} |
◆ numFlares
| uint8_t WsfSA_Processor::SA_WeaponsDataSummary::numFlares {0} |
◆ numSelectedWeapon
| uint16_t WsfSA_Processor::SA_WeaponsDataSummary::numSelectedWeapon {0} |
◆ platformIndex
| unsigned int WsfSA_Processor::SA_WeaponsDataSummary::platformIndex {0} |
◆ selectedWeapon
| std::string WsfSA_Processor::SA_WeaponsDataSummary::selectedWeapon {""} |
◆ shootCueActive
| bool WsfSA_Processor::SA_WeaponsDataSummary::shootCueActive {false} |
◆ shootCueBlink
| bool WsfSA_Processor::SA_WeaponsDataSummary::shootCueBlink {false} |
◆ supportingWeapon
| bool WsfSA_Processor::SA_WeaponsDataSummary::supportingWeapon {false} |
◆ weaponBayDoorsOpen
| bool WsfSA_Processor::SA_WeaponsDataSummary::weaponBayDoorsOpen {false} |
◆ weaponList
The documentation for this struct was generated from the following file: