Dayz 1.25
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Класс ToolBase
+ Граф наследования:ToolBase:

Закрытые члены

override bool IsMeleeFinisher ()
 
override array< intGetValidFinishers ()
 
override void SetActions ()
 
void Cleaver ()
 
override bool IsMeleeFinisher ()
 
override array< intGetValidFinishers ()
 
override void SetActions ()
 
void CombatKnife ()
 
override bool IsMeleeFinisher ()
 
override array< intGetValidFinishers ()
 
override void SetActions ()
 
void Machete ()
 
override bool IsMeleeFinisher ()
 
override array< intGetValidFinishers ()
 
override void SetActions ()
 
override bool IsMeleeFinisher ()
 
override array< intGetValidFinishers ()
 
override void SetActions ()
 
void FirefighterAxe ()
 
override void SetActions ()
 
override void SetActions ()
 
override void SetActions ()
 
override bool IsMeleeFinisher ()
 
override array< intGetValidFinishers ()
 
override void SetActions ()
 
override bool IsMeleeFinisher ()
 
override array< intGetValidFinishers ()
 
override bool CanPutAsAttachment (EntityAI parent)
 
override void OnWasAttached (EntityAI parent, int slot_id)
 
override void OnWasDetached (EntityAI parent, int slot_id)
 
override void SetActions ()
 
override bool IsMeleeFinisher ()
 
override array< intGetValidFinishers ()
 
override bool CanPutAsAttachment (EntityAI parent)
 
override void OnWasAttached (EntityAI parent, int slot_id)
 
override void OnWasDetached (EntityAI parent, int slot_id)
 
override void SetActions ()
 
override bool IsMeleeFinisher ()
 
override array< intGetValidFinishers ()
 
override void SetActions ()
 
override bool IsMeleeFinisher ()
 
override array< intGetValidFinishers ()
 
override void SetActions ()
 
void Machete ()
 
override bool IsMeleeFinisher ()
 
override array< intGetValidFinishers ()
 
override void SetActions ()
 
void Machete ()
 
override bool IsMeleeFinisher ()
 
override array< intGetValidFinishers ()
 
override void SetActions ()
 
void Pliers ()
 
override void SetActions ()
 
void Screwdriver ()
 
override bool IsMeleeFinisher ()
 
override array< intGetValidFinishers ()
 
override void SetActions ()
 
void Sickle ()
 
override bool IsMeleeFinisher ()
 
override array< intGetValidFinishers ()
 
override void SetActions ()
 
override bool IsMeleeFinisher ()
 
override array< intGetValidFinishers ()
 
override void SetActions ()
 
override bool IsMeleeFinisher ()
 
override array< intGetValidFinishers ()
 
override void SetActions ()
 
void Sword ()
 
override bool IsMeleeFinisher ()
 
override void SetActions ()
 
override void SetActions ()
 

Подробное описание

Методы

◆ CanPutAsAttachment() [1/2]

override bool CanPutAsAttachment ( EntityAI parent)
inlineprivate
14 {
15 if(!super.CanPutAsAttachment(parent)) {return false;}
16 if ( parent.FindAttachmentBySlotName("suppressorImpro") == null && parent.FindAttachmentBySlotName("weaponMuzzleAK") == null )
17 {
18 return true;
19 }
20 return false;
21 }
Definition EntityAI.c:95

◆ CanPutAsAttachment() [2/2]

override bool CanPutAsAttachment ( EntityAI parent)
inlineprivate
14 {
15 if(!super.CanPutAsAttachment(parent)) {return false;}
16 if ( parent.FindAttachmentBySlotName("suppressorImpro") == null && parent.FindAttachmentBySlotName("weaponMuzzleM4") == null )
17 {
18 return true;
19 }
20 return false;
21 }

◆ Cleaver()

void Cleaver ( )
inlineprivate
4 {
5 }

◆ CombatKnife()

void CombatKnife ( )
inlineprivate
4 {
5 }

◆ FirefighterAxe()

void FirefighterAxe ( )
inlineprivate
4 {
5 }

◆ GetValidFinishers() [1/16]

override array< int > GetValidFinishers ( )
inlineprivate
9 {
10 return {EMeleeHitType.FINISHER_LIVERSTAB,EMeleeHitType.FINISHER_NECKSTAB};
11 }
EMeleeHitType
Definition DayZPlayerImplementMeleeCombat.c:2

◆ GetValidFinishers() [2/16]

override array< int > GetValidFinishers ( )
inlineprivate
13 {
14 return {EMeleeHitType.FINISHER_NECKSTAB};
15 }

◆ GetValidFinishers() [3/16]

override array< int > GetValidFinishers ( )
inlineprivate
13 {
14 return {EMeleeHitType.FINISHER_LIVERSTAB,EMeleeHitType.FINISHER_NECKSTAB};
15 }

◆ GetValidFinishers() [4/16]

override array< int > GetValidFinishers ( )
inlineprivate
13 {
14 return {EMeleeHitType.FINISHER_LIVERSTAB,EMeleeHitType.FINISHER_NECKSTAB};
15 }

◆ GetValidFinishers() [5/16]

override array< int > GetValidFinishers ( )
inlineprivate
9 {
10 return {EMeleeHitType.FINISHER_LIVERSTAB,EMeleeHitType.FINISHER_NECKSTAB};
11 }

◆ GetValidFinishers() [6/16]

override array< int > GetValidFinishers ( )
inlineprivate
9 {
10 return {EMeleeHitType.FINISHER_LIVERSTAB,EMeleeHitType.FINISHER_NECKSTAB};
11 }

◆ GetValidFinishers() [7/16]

override array< int > GetValidFinishers ( )
inlineprivate
9 {
10 return {EMeleeHitType.FINISHER_LIVERSTAB,EMeleeHitType.FINISHER_NECKSTAB};
11 }

◆ GetValidFinishers() [8/16]

override array< int > GetValidFinishers ( )
inlineprivate
9 {
10 return {EMeleeHitType.FINISHER_LIVERSTAB,EMeleeHitType.FINISHER_NECKSTAB};
11 }

◆ GetValidFinishers() [9/16]

override array< int > GetValidFinishers ( )
inlineprivate
9 {
10 return {EMeleeHitType.FINISHER_LIVERSTAB,EMeleeHitType.FINISHER_NECKSTAB};
11 }

◆ GetValidFinishers() [10/16]

override array< int > GetValidFinishers ( )
inlineprivate
9 {
10 return {EMeleeHitType.FINISHER_LIVERSTAB,EMeleeHitType.FINISHER_NECKSTAB};
11 }

◆ GetValidFinishers() [11/16]

override array< int > GetValidFinishers ( )
inlineprivate
13 {
14 return {EMeleeHitType.FINISHER_LIVERSTAB,EMeleeHitType.FINISHER_NECKSTAB};
15 }

◆ GetValidFinishers() [12/16]

override array< int > GetValidFinishers ( )
inlineprivate
13 {
14 return {EMeleeHitType.FINISHER_LIVERSTAB,EMeleeHitType.FINISHER_NECKSTAB};
15 }

◆ GetValidFinishers() [13/16]

override array< int > GetValidFinishers ( )
inlineprivate
14 {
15 return {EMeleeHitType.FINISHER_LIVERSTAB,EMeleeHitType.FINISHER_NECKSTAB};
16 }

◆ GetValidFinishers() [14/16]

override array< int > GetValidFinishers ( )
inlineprivate
13 {
14 return {EMeleeHitType.FINISHER_LIVERSTAB,EMeleeHitType.FINISHER_NECKSTAB};
15 }

◆ GetValidFinishers() [15/16]

override array< int > GetValidFinishers ( )
inlineprivate
9 {
10 return {EMeleeHitType.FINISHER_LIVERSTAB,EMeleeHitType.FINISHER_NECKSTAB};
11 }

◆ GetValidFinishers() [16/16]

override array< int > GetValidFinishers ( )
inlineprivate
9 {
10 return {EMeleeHitType.FINISHER_LIVERSTAB,EMeleeHitType.FINISHER_NECKSTAB};
11 }

◆ IsMeleeFinisher() [1/17]

override bool IsMeleeFinisher ( )
inlineprivate
4 {
5 return true;
6 }

◆ IsMeleeFinisher() [2/17]

override bool IsMeleeFinisher ( )
inlineprivate
8 {
9 return true;
10 }

◆ IsMeleeFinisher() [3/17]

override bool IsMeleeFinisher ( )
inlineprivate
8 {
9 return true;
10 }

◆ IsMeleeFinisher() [4/17]

override bool IsMeleeFinisher ( )
inlineprivate
8 {
9 return true;
10 }

◆ IsMeleeFinisher() [5/17]

override bool IsMeleeFinisher ( )
inlineprivate
4 {
5 return true;
6 }

◆ IsMeleeFinisher() [6/17]

override bool IsMeleeFinisher ( )
inlineprivate
4 {
5 return true;
6 }

◆ IsMeleeFinisher() [7/17]

override bool IsMeleeFinisher ( )
inlineprivate
4 {
5 return true;
6 }

◆ IsMeleeFinisher() [8/17]

override bool IsMeleeFinisher ( )
inlineprivate
4 {
5 return true;
6 }

◆ IsMeleeFinisher() [9/17]

override bool IsMeleeFinisher ( )
inlineprivate
4 {
5 return true;
6 }

◆ IsMeleeFinisher() [10/17]

override bool IsMeleeFinisher ( )
inlineprivate
4 {
5 return true;
6 }

◆ IsMeleeFinisher() [11/17]

override bool IsMeleeFinisher ( )
inlineprivate
8 {
9 return true;
10 }

◆ IsMeleeFinisher() [12/17]

override bool IsMeleeFinisher ( )
inlineprivate
8 {
9 return true;
10 }

◆ IsMeleeFinisher() [13/17]

override bool IsMeleeFinisher ( )
inlineprivate
9 {
10 return true;
11 }

◆ IsMeleeFinisher() [14/17]

override bool IsMeleeFinisher ( )
inlineprivate
8 {
9 return true;
10 }

◆ IsMeleeFinisher() [15/17]

override bool IsMeleeFinisher ( )
inlineprivate
4 {
5 return true;
6 }

◆ IsMeleeFinisher() [16/17]

override bool IsMeleeFinisher ( )
inlineprivate
4 {
5 return true;
6 }

◆ IsMeleeFinisher() [17/17]

override bool IsMeleeFinisher ( )
inlineprivate
8 {
9 return false;
10 }

◆ Machete() [1/3]

void Machete ( )
inlineprivate
4 {
5 }

◆ Machete() [2/3]

void Machete ( )
inlineprivate
4 {
5 }

◆ Machete() [3/3]

void Machete ( )
inlineprivate
4 {
5 }

◆ OnWasAttached() [1/2]

override void OnWasAttached ( EntityAI parent,
int slot_id )
inlineprivate
24 {
25 super.OnWasAttached(parent, slot_id);
26
27 if( parent.IsWeapon() )
28 {
29 parent.SetBayonetAttached(true,slot_id);
30 }
31 }

◆ OnWasAttached() [2/2]

override void OnWasAttached ( EntityAI parent,
int slot_id )
inlineprivate
24 {
25 super.OnWasAttached(parent, slot_id);
26
27 if( parent.IsWeapon() )
28 {
29 parent.SetBayonetAttached(true,slot_id);
30 }
31 }

◆ OnWasDetached() [1/2]

override void OnWasDetached ( EntityAI parent,
int slot_id )
inlineprivate
34 {
35 super.OnWasDetached(parent, slot_id);
36
37 if( parent.IsWeapon() )
38 {
39 parent.SetBayonetAttached(false);
40 }
41 }

◆ OnWasDetached() [2/2]

override void OnWasDetached ( EntityAI parent,
int slot_id )
inlineprivate
34 {
35 super.OnWasDetached(parent, slot_id);
36
37 if( parent.IsWeapon() )
38 {
39 parent.SetBayonetAttached(false);
40 }
41 }

◆ Pliers()

void Pliers ( )
inlineprivate
4 {
5 m_MineDisarmRate = 100;
6 }

◆ Screwdriver()

void Screwdriver ( )
inlineprivate
4 {
5 m_MineDisarmRate = 80;
6 }

◆ SetActions() [1/22]

override void SetActions ( )
inlineprivate
14 {
15 super.SetActions();
16
23 }
ActionSkinningCB ActionContinuousBaseCB ActionSkinning()
Definition ActionSkinning.c:31
void AddAction(typename actionName)
Definition AdvancedCommunication.c:220
Definition ActionCraftBolts.c:12
Definition ActionDigWorms.c:15
Definition ActionMineBush.c:12
Definition ActionMineTreeBark.c:2
Definition ActionUnrestrainTarget.c:56

Перекрестные ссылки ActionSkinning() и AddAction().

◆ SetActions() [2/22]

override void SetActions ( )
inlineprivate
18 {
19 super.SetActions();
30 }
Definition ActionBurnSewSelf.c:10
Definition ActionBurnSewTarget.c:10
Definition ActionShave.c:10
Definition ActionShaveTarget.c:10

Перекрестные ссылки ActionSkinning() и AddAction().

◆ SetActions() [3/22]

override void SetActions ( )
inlineprivate
18 {
19 super.SetActions();
20
33 }
ActionDisarmExplosiveCB ActionContinuousBaseCB ActionDisarmExplosive()
Definition ActionDisarmExplosive.c:11
ActionDisarmMineCB ActionContinuousBaseCB ActionDisarmMine()
Definition ActionDisarmMine.c:11

Перекрестные ссылки ActionDisarmExplosive(), ActionDisarmMine(), ActionSkinning() и AddAction().

◆ SetActions() [4/22]

◆ SetActions() [5/22]

◆ SetActions() [6/22]

override void SetActions ( )
inlineprivate
8 {
9 super.SetActions();
10 AddAction(ActionMineTree);
13 //AddAction(ActionRepairPart);
15 //AddAction(ActionBuildPart);
16 //AddAction(ActionDestroyPart);
17 //AddAction(ActionSawPlanks);
21 }
Definition ActionDismantlePart.c:27

Перекрестные ссылки ActionSkinning() и AddAction().

◆ SetActions() [7/22]

override void SetActions ( )
inlineprivate
4 {
5 super.SetActions();
6
11 //AddAction(ActionDestroyCombinationLock);
12 //AddAction(ActionDestroyPart);
15 }
Definition ActionSawPlanks.c:36

Перекрестные ссылки ActionSkinning() и AddAction().

◆ SetActions() [8/22]

override void SetActions ( )
inlineprivate
4 {
5 super.SetActions();
6
7 AddAction(ActionMineTree);
13 //AddAction(ActionDestroyPart);
14 //AddAction(ActionSawPlanks);
18 }
Definition ActionBuildPart.c:26
Definition ActionRepairPart.c:40

Перекрестные ссылки ActionSkinning() и AddAction().

◆ SetActions() [9/22]

◆ SetActions() [10/22]

◆ SetActions() [11/22]

◆ SetActions() [12/22]

◆ SetActions() [13/22]

◆ SetActions() [14/22]

◆ SetActions() [15/22]

◆ SetActions() [16/22]

override void SetActions ( )
inlineprivate
9 {
10 super.SetActions();
11
19 }
Definition ActionLockAttachment.c:21
Definition ActionMountBarbedWire.c:10
Definition ActionUnMountBarbedWire.c:10

Перекрестные ссылки ActionDisarmExplosive() и AddAction().

◆ SetActions() [17/22]

◆ SetActions() [18/22]

override void SetActions ( )
inlineprivate

◆ SetActions() [19/22]

◆ SetActions() [20/22]

override void SetActions ( )
inlineprivate

◆ SetActions() [21/22]

override void SetActions ( )
inlineprivate

Перекрестные ссылки ActionSkinning() и AddAction().

◆ SetActions() [22/22]

override void SetActions ( )
inlineprivate
4 {
5 super.SetActions();
6
7 //AddAction(ActionBuildPartSwitch);
8 AddAction(ActionMineTree);
11 //AddAction(ActionRepairPart);
13 //AddAction(ActionBuildPart);
17 }

Перекрестные ссылки ActionSkinning() и AddAction().

◆ Sickle()

void Sickle ( )
inlineprivate
4 {
5 }

◆ Sword()

void Sword ( )
inlineprivate
4 {
5 }

Объявления и описания членов классов находятся в файлах: