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# TribesGUI.ActionInventoryFlashButton

Extends
  ActionInventoryBase

    Core.Object
    |
    +-- Scripting.Action
       |
       +-- TribesGUI.ActionInventoryBase
          |
          +-- TribesGUI.ActionInventoryFlashButton

Variables Summary
ActionInventoryFlashButton
class<CombatRole> | CombatRoleClass
float | duration
class<Weapon> | WeaponClass

Inherited Variables from Scripting.Action
acceptAllTypes, actionDisplayName, actionHelp, category, parentScript, resolveInfoList, returnType

Structures Summary

Inherited Structures from Scripting.Action
ParameterResolveInfo

Functions Summary
|  | editorDisplayString (out string s))
| Variable | execute ()))

Inherited Functions from TribesGUI.ActionInventoryBase
GetInventoryMenu

Inherited Functions from Scripting.Action
construct, editorDisplayString, enumScriptLabels, enumScripts, execute, findByLabel, findStaticByLabel, findVariable, logError, newTemporaryVariable, newVariable, PrecacheSpeech, propertyDisplayString, resolveParameters, SetActionPropertyText, setParentScript, tryFindVariable

Variables Detail

### ActionInventoryFlashButton

#### CombatRoleClass Source code

var(ActionInventoryFlashButton) actionnoresolve class<CombatRole> CombatRoleClass;

#### duration Source code

var(ActionInventoryFlashButton) float duration;

#### WeaponClass Source code

var(ActionInventoryFlashButton) actionnoresolve class<Weapon> WeaponClass;

Functions Detail

#### editorDisplayString Source code

function editorDisplayString ( out string s) )

#### execute Source code

latent function Variable execute ( ) )

Defaultproperties

    defaultproperties
    {
    	returnType			= None
    	actionDisplayName	= "Flash Inventory station button"
    	actionHelp			= "Flashes a button for a class in the active Inventory station"
    	category			= "UI"
    }

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Creation time: st 23.5.2018 00:10:25.720 - Created with UnCodeX