DayZ 1.27
DayZ Explorer by KGB
 
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ActionStripCarrierVest.c
См. документацию.
8
11{
13 {
15 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_CRAFTING;
16 m_FullBody = true;
17 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH;
18 m_SpecialtyWeight = UASoftSkillsWeight.PRECISE_LOW;
19 m_Text = "#strip_vest";
20 }
21
27
28 override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
29 {
30 if ( item.GetNumberOfItems() > 0 )
31 {
32 return false;
33 }
34 return true;
35 }
36
37 override bool HasTarget()
38 {
39 return false;
40 }
41
42 override void OnFinishProgressServer( ActionData action_data )
43 {
44 if ( action_data.m_MainItem && action_data.m_MainItem.GetHierarchyRootPlayer() == action_data.m_Player )
45 {
46 TStringArray results;
47 Class.CastTo(results, new TStringArray);
48 string itemName = action_data.m_MainItem.GetType();
49 EntityAI object;
50 results.Insert("PlateCarrierBlank");
51
52 switch (itemName)
53 {
54 case "PlateCarrierHolster":
55 results.Insert("CarrierHolsterSolo");
56 break
57
58 case "PlateCarrierPouches":
59 results.Insert("CarrierPouches");
60 break
61
62 case "PlateCarrierComplete":
63 results.Insert("CarrierPouches");
64 results.Insert("CarrierHolsterSolo");
65 break
66 }
67
68 for ( int i = 0; i < results.Count(); i++ )
69 {
70 object = EntityAI.Cast( GetGame().CreateObjectEx(results.Get(i), action_data.m_Player.GetPosition(), ECE_PLACE_ON_SURFACE) );
71 object.SetHealth("","",action_data.m_MainItem.GetHealth("",""));
72 }
73 action_data.m_MainItem.Delete();
74 action_data.m_MainItem = NULL;
75 }
76 }
77};
ActionBase ActionData
Определения ActionBase.c:30
class ActionTargets ActionTarget
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
float m_SpecialtyWeight
Определения ActionBase.c:77
int m_StanceMask
Определения ActionBase.c:62
string m_Text
Определения ActionBase.c:58
ref CCIBase m_ConditionItem
Определения ActionBase.c:64
bool m_FullBody
Определения ActionBase.c:61
ref CCTBase m_ConditionTarget
Определения ActionBase.c:65
ActionData m_ActionData
Определения AnimatedActionBase.c:3
void ActionContinuousBase()
Определения ActionContinuousBase.c:124
override void CreateConditionComponents()
Определения ActionStripCarrierVest.c:22
override bool HasTarget()
Определения ActionStripCarrierVest.c:37
override void OnFinishProgressServer(ActionData action_data)
Определения ActionStripCarrierVest.c:42
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Определения ActionStripCarrierVest.c:28
void ActionStripCarrierVest()
Определения ActionStripCarrierVest.c:12
override void CreateActionComponent()
Определения ActionStripCarrierVest.c:3
int m_CommandUID
Определения AnimatedActionBase.c:143
Определения CCINonRuined.c:2
Определения CCTNone.c:2
Super root of all classes in Enforce script.
Определения EnScript.c:11
Определения Building.c:6
Определения InventoryItem.c:731
Определения PlayerBaseClient.c:2
const float DEFAULT
Определения ActionConstants.c:29
Определения ActionConstants.c:28
DayZPlayerConstants
defined in C++
Определения dayzplayer.c:602
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
array< string > TStringArray
Определения EnScript.c:685