DayZ 1.26
DayZ Explorer by KGB
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Класс ActionGetOutTransport
+ Граф наследования:ActionGetOutTransport:

Защищенные члены

void ActionGetOutTransport ()
 
override ActionData CreateActionData ()
 
override void CreateConditionComponents ()
 
override GetInputType ()
 
override bool HasProgress ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override bool SetupAction (PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data=NULL)
 
override void WriteToContext (ParamsWriteContext ctx, ActionData action_data)
 
override bool ReadFromContext (ParamsReadContext ctx, out ActionReciveData action_recive_data)
 
override void HandleReciveData (ActionReciveData action_recive_data, ActionData action_data)
 
void ProcessGetOutTransportActionData (Transport veh, GetOutTransportActionData got_action_data)
 
override void OnStart (ActionData action_data)
 
override void OnStartServer (ActionData action_data)
 
void Unhide (PlayerBase player)
 
override void OnUpdate (ActionData action_data)
 
override bool CanBeUsedInRestrain ()
 
override bool CanBeUsedInVehicle ()
 
override int GetActionCategory ()
 
override void OnEnd (ActionData action_data)
 
override void OnEndServer (ActionData action_data)
 
void ApplyJumpOutDmg (ActionData action_data)
 
void ProcessGetOutActionData (Car car, GetOutTransportActionData got_action_data)
 

Защищенные данные

const float CAR_JUMPOUT_THRESHOLD = 8.0
 
const float BOAT_JUMPOUT_THRESHOLD = 5.0
 
const int HEALTH_LOW_SPEED_VALUE = 30
 
const int HEALTH_HIGH_SPEED_VALUE = 70
 
int m_DmgFactor
 
int m_ShockFactor
 

Закрытые данные

const int DMG_FACTOR = 60
 
const int SHOCK_FACTOR = 15
 
const int LOW_SPEED_VALUE = 20
 
const int HIGH_SPEED_VALUE = 30
 
- Закрытые данные унаследованные от ActionBase
int m_RefreshReservationTimerValue = 140
 
string m_Sound
 
string m_Text
 
bool m_LockTargetOnUse
 
bool m_FullBody
 
int m_StanceMask
 
ref TStringArray m_Sounds
 
ref CCIBase m_ConditionItem
 
ref CCTBase m_ConditionTarget
 
ActionInput m_Input
 
int m_ActionID
 
int m_VariantID
 
int m_ConditionMask
 
ref ActionVariantManager m_VariantManager
 
ref Param1< stringm_MessageParam
 
float m_SpecialtyWeight
 

Дополнительные унаследованные члены

- Закрытые члены унаследованные от ActionBase
void ActionBase ()
 
bool IsLockTargetOnUse ()
 
void InitConditionMask ()
 
bool SetupAction (PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data=NULL)
 
bool Post_SetupAction (ActionData action_data)
 
void ActionCleanup (ActionData action_data)
 
 GetInputType ()
 
void SetInput (ActionInput ai)
 
ActionData CreateActionData ()
 
void CreateConditionComponents ()
 
Object GetDisplayInteractObject (PlayerBase player, ActionTarget target)
 
bool HasTarget ()
 
bool HasProgress ()
 For UI: hiding of progress bar.
 
bool IsLocal ()
 
bool IsInstant ()
 
bool IsUsingProxies ()
 not using plane object - it's using multiple proxies
 
bool RemoveForceTargetAfterUse ()
 
int GetActionCategory ()
 
bool IsEat ()
 
bool IsDrink ()
 
bool IsShaveSelf ()
 
string GetText ()
 
bool CanBePerformedFromQuickbar ()
 
bool CanBePerformedFromInventory ()
 
bool CanBeSetFromInventory ()
 
bool CanBeUsedInRestrain ()
 
bool CanBeUsedInVehicle ()
 
bool CanTargetBeInVehicle ()
 
bool CanBeUsedOnBack ()
 
bool CanBeUsedSwimming ()
 
bool CanBeUsedOnLadder ()
 
bool CanBeUsedRaised ()
 
bool CanBeUsedThrowing ()
 
bool CanBeUsedLeaning ()
 
bool CanBeUsedWithBrokenLegs ()
 
bool CanBeUsedInFreelook ()
 
bool IsDeploymentAction ()
 Is an action directly related to deployment/advanced placing.
 
bool UseMainItem ()
 
bool MainItemAlwaysInHands ()
 
bool DisplayTargetInActionText ()
 
bool ActionConditionContinue (ActionData action_data)
 
bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
string GetTargetName (PlayerBase player, ActionTarget target)
 
void ApplyModifiers (ActionData action_data)
 
int GetRefreshReservationTimerValue ()
 
void WriteToContext (ParamsWriteContext ctx, ActionData action_data)
 
bool ReadFromContext (ParamsReadContext ctx, out ActionReciveData action_recive_data)
 
void HandleReciveData (ActionReciveData action_recive_data, ActionData action_data)
 
int GetStanceMaskEx (PlayerBase player, ActionTarget target, ItemBase item)
 
int GetStanceMask (PlayerBase player)
 
bool IsFullBodyEx (PlayerBase player, ActionTarget target, ItemBase item)
 
bool IsFullBody (PlayerBase player)
 
bool HasProneException ()
 
void Start (ActionData action_data)
 
void End (ActionData action_data)
 
void Interrupt (ActionData action_data)
 
void OnEndInput (ActionData action_data)
 
void EndInput (ActionData action_data)
 
void OnEndRequest (ActionData action_data)
 
void EndRequest (ActionData action_data)
 
bool CanReceiveAction (ActionTarget target)
 
bool Can (PlayerBase player, ActionTarget target, ItemBase item, int condition_mask)
 
bool Can (PlayerBase player, ActionTarget target, ItemBase item)
 
bool CanContinue (ActionData action_data)
 
bool HasVariants ()
 
int GetVariantsCount ()
 
int GetVariants (out array< ref ActionBase > variants)
 
void SetVariantID (int ID)
 
int GetVariantID ()
 
void UpdateVariants (Object item, Object target, int componet_index)
 
ActionVariantManager GetVariantManager ()
 
void OnItemLocationChanged (ItemBase item)
 
bool InventoryReservation (ActionData action_data)
 
void ClearInventoryReservationEx (ActionData action_data)
 
void RefreshReservations (ActionData action_data)
 
bool AddActionJuncture (ActionData action_data)
 
void ClearActionJuncture (ActionData action_data)
 
void RefreshActionJuncture (ActionData action_data)
 
bool UseAcknowledgment ()
 
void InformPlayers (PlayerBase player, ActionTarget target, int state)
 DEPRECATED delivers message ids to clients based on given context.
 
void SendMessageToClient (Object reciever, string message)
 
bool IsDamageDestroyed (ActionTarget target)
 
bool IsBuilding (ActionTarget target)
 
bool IsTransport (ActionTarget target)
 
bool IsInReach (PlayerBase player, ActionTarget target, float maxDistance=1.0)
 
SoundOnVehicle PlayActionSound (PlayerBase player)
 
void OnActionInfoUpdate (PlayerBase player, ActionTarget target, ItemBase item)
 
string GetSoundCategory (ActionData action_data)
 
void OnUpdate (ActionData action_data)
 
void OnUpdateClient (ActionData action_data)
 
void OnUpdateServer (ActionData action_data)
 
void OnStart (ActionData action_data)
 
void OnStartClient (ActionData action_data)
 
void OnStartServer (ActionData action_data)
 
void OnEnd (ActionData action_data)
 
void OnEndClient (ActionData action_data)
 
void OnEndServer (ActionData action_data)
 
float GetSpecialtyWeight ()
 
int GetState (ActionData action_data)
 
float GetProgress (ActionData action_data)
 
ActionInput GetInput ()
 
void SetID (int actionId)
 
int GetID ()
 
string GetAdminLogMessage (ActionData action_data)
 
- Закрытые статические члены унаследованные от ActionBase
static int ComputeConditionMask (PlayerBase player, ActionTarget target, ItemBase item)
 

Подробное описание

Конструктор(ы)

◆ ActionGetOutTransport()

void ActionGetOutTransport ( )
inlineprotected
40 {
41 m_StanceMask = DayZPlayerConstants.STANCEMASK_ALL;
42 m_Text = "#leave_vehicle";
43 }
string m_Text
Definition ActionBase.c:58
int m_StanceMask
Definition ActionBase.c:62
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Перекрестные ссылки ActionBase::m_StanceMask и ActionBase::m_Text.

Методы

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprotected
69 {
70 HumanCommandVehicle vehCommand = player.GetCommand_Vehicle();
71 if (vehCommand)
72 {
73 Transport trans = vehCommand.GetTransport();
74 if (trans)
75 {
76 int crewIndex = trans.CrewMemberIndex(player);
77 return crewIndex >= 0 && trans.CrewCanGetThrough(crewIndex) && trans.IsAreaAtDoorFree(crewIndex);
78 }
79 }
80
81 return false;
82 }
Definition human.c:690
Definition EntityAI.c:95
Base native class for all motorized wheeled vehicles.
Definition Boat.c:28

◆ ApplyJumpOutDmg()

void ApplyJumpOutDmg ( ActionData action_data)
inlineprotected
258 {
260
262 if (Class.CastTo(car, gotActionData.m_Vehicle))
263 car.OnVehicleJumpOutServer(gotActionData);
264
266 if (Class.CastTo(boat, gotActionData.m_Vehicle))
267 boat.OnVehicleJumpOutServer(gotActionData);
268 }
Definition BoatScript.c:27
Definition CivilianSedan.c:2
Super root of all classes in Enforce script.
Definition EnScript.c:11
Definition ActionGetOutTransport.c:2
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.

Перекрестные ссылки Class::CastTo().

Используется в OnEndServer().

◆ CanBeUsedInRestrain()

override bool CanBeUsedInRestrain ( )
inlineprotected
217 {
218 return true;
219 }

◆ CanBeUsedInVehicle()

override bool CanBeUsedInVehicle ( )
inlineprotected
222 {
223 return true;
224 }

◆ CreateActionData()

override ActionData CreateActionData ( )
inlineprotected
46 {
47 ActionData data = new GetOutTransportActionData();
48 return data;
49 }

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
inlineprotected
53 {
56 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:64
ref CCTBase m_ConditionTarget
Definition ActionBase.c:65
Definition CCINone.c:2
Definition CCTNone.c:2

Перекрестные ссылки ActionBase::m_ConditionItem и ActionBase::m_ConditionTarget.

◆ GetActionCategory()

override int GetActionCategory ( )
inlineprotected
227 {
228 return AC_INTERACT;
229 }
const int AC_INTERACT
Definition _constants.c:4

Перекрестные ссылки AC_INTERACT.

◆ GetInputType()

override GetInputType ( )
inlineprotected
59 {
61 }
Definition ActionInput.c:522

◆ HandleReciveData()

override void HandleReciveData ( ActionReciveData action_recive_data,
ActionData action_data )
inlineprotected

◆ HasProgress()

override bool HasProgress ( )
inlineprotected
64 {
65 return false;
66 }

◆ OnEnd()

override void OnEnd ( ActionData action_data)
inlineprotected
232 {
233 if (action_data.m_Player.GetInventory())
234 action_data.m_Player.GetInventory().UnlockInventory(LOCK_FROM_SCRIPT);
235 }

◆ OnEndServer()

override void OnEndServer ( ActionData action_data)
inlineprotected
238 {
239 super.OnEndServer(action_data);
240
242
243 // if server determined it was a jump out, or client played jump out animation, deal damage
244 if (gotActionData.m_WasJumpingOut || gotActionData.m_WasJumpingOutAnim)
245 {
246 gotActionData.m_Player.OnJumpOutVehicleFinish(gotActionData.m_Speed);
247
249 }
250
251 CarScript car = CarScript.Cast(gotActionData.m_Vehicle);
252 if (car)
253 car.ForceUpdateLightsEnd();
254 }
void ApplyJumpOutDmg(ActionData action_data)
Definition ActionGetOutTransport.c:257

Перекрестные ссылки ApplyJumpOutDmg().

◆ OnStart()

override void OnStart ( ActionData action_data)
inlineprotected
162 {
163 super.OnStart(action_data);
164
165 HumanCommandVehicle vehCommand = action_data.m_Player.GetCommand_Vehicle();
166 if (vehCommand)
167 {
168 Transport trans = vehCommand.GetTransport();
169 if (trans)
170 {
173
174 if (!gotActionData.m_WasJumpingOutAnim)
175 vehCommand.GetOutVehicle();
176 else
177 vehCommand.JumpOutVehicle();
178
179 if (Car.Cast(trans))
180 GetDayZGame().GetBacklit().OnLeaveCar();
181
182 if (action_data.m_Player.GetInventory())
183 action_data.m_Player.GetInventory().LockInventory(LOCK_FROM_SCRIPT);
184 }
185 }
186 }
DayZGame GetDayZGame()
Definition DayZGame.c:3817
void ProcessGetOutTransportActionData(Transport veh, GetOutTransportActionData got_action_data)
Definition ActionGetOutTransport.c:136

Перекрестные ссылки GetDayZGame() и ProcessGetOutTransportActionData().

◆ OnStartServer()

override void OnStartServer ( ActionData action_data)
inlineprotected
189 {
190 super.OnStartServer(action_data);
191
192 HumanCommandVehicle vehCommand = action_data.m_Player.GetCommand_Vehicle();
193 if (vehCommand)
194 {
195 Transport trans = vehCommand.GetTransport();
196 if (trans)
197 {
199 if (Class.CastTo(car, trans))
200 car.ForceUpdateLightsStart();
201 }
202 }
203 }

Перекрестные ссылки Class::CastTo().

◆ OnUpdate()

override void OnUpdate ( ActionData action_data)
inlineprotected
208 {
209 if (action_data.m_State == UA_START)
210 {
211 if (!action_data.m_Player.GetCommand_Vehicle())
213 }
214 }
void End()
called on surrender end request end
const int UA_START
Definition constants.c:446

Перекрестные ссылки End() и UA_START.

◆ ProcessGetOutActionData()

void ProcessGetOutActionData ( Car car,
GetOutTransportActionData got_action_data )
protected

◆ ProcessGetOutTransportActionData()

void ProcessGetOutTransportActionData ( Transport veh,
GetOutTransportActionData got_action_data )
inlineprotected
137 {
138 float speed;
139 if (Car.Cast(veh))
140 {
141 got_action_data.m_JumpingOutThreshold = CAR_JUMPOUT_THRESHOLD;
142 speed = Car.Cast(veh).GetSpeedometerAbsolute();
143 }
144 else if (Boat.Cast(veh))
145 {
146 got_action_data.m_JumpingOutThreshold = BOAT_JUMPOUT_THRESHOLD;
147 vector playerPosition = got_action_data.m_Player.PhysicsGetPositionWS();
149 velocity[1] = 0; // sliding check doesn't use vertical velocity
150 speed = velocity.Normalize();
151 }
152
153 got_action_data.m_Speed = speed;
154 got_action_data.m_Vehicle = veh;
155
156 got_action_data.m_WasJumpingOut = got_action_data.m_Speed > got_action_data.m_JumpingOutThreshold;
157 if (got_action_data.m_Player.IsOwner())
158 got_action_data.m_WasJumpingOutAnim = got_action_data.m_WasJumpingOut;
159 }
const float BOAT_JUMPOUT_THRESHOLD
Definition ActionGetOutTransport.c:34
const float CAR_JUMPOUT_THRESHOLD
Definition ActionGetOutTransport.c:33
Definition EnConvert.c:106
proto native vector dBodyGetVelocityAt(notnull IEntity body, vector globalpos)

Перекрестные ссылки BOAT_JUMPOUT_THRESHOLD, CAR_JUMPOUT_THRESHOLD и dBodyGetVelocityAt().

Используется в OnStart() и SetupAction().

◆ ReadFromContext()

override bool ReadFromContext ( ParamsReadContext ctx,
out ActionReciveData action_recive_data )
inlineprotected
113 {
116
117 super.ReadFromContext(ctx, action_recive_data);
119
120 if (!ctx.Read(action_data_got.m_WasJumpingOutAnim))
121 return false;
122
123 return true;
124 }

◆ SetupAction()

override bool SetupAction ( PlayerBase player,
ActionTarget target,
ItemBase item,
out ActionData action_data,
Param extra_data = NULL )
inlineprotected
85 {
86 if (super.SetupAction(player, target, item, action_data, extra_data))
87 {
88 HumanCommandVehicle vehCommand = action_data.m_Player.GetCommand_Vehicle();
89 if (vehCommand)
90 {
91 Transport trans = vehCommand.GetTransport();
92 if (trans)
93 {
96 return true;
97 }
98 }
99 }
100 return false;
101 }

Перекрестные ссылки ProcessGetOutTransportActionData().

◆ Unhide()

void Unhide ( PlayerBase player)
protected

◆ WriteToContext()

override void WriteToContext ( ParamsWriteContext ctx,
ActionData action_data )
inlineprotected
104 {
105 super.WriteToContext(ctx, action_data);
106
108
109 ctx.Write(gotActionData.m_WasJumpingOutAnim);
110 }

Поля

◆ BOAT_JUMPOUT_THRESHOLD

const float BOAT_JUMPOUT_THRESHOLD = 5.0
protected

Используется в ProcessGetOutTransportActionData().

◆ CAR_JUMPOUT_THRESHOLD

const float CAR_JUMPOUT_THRESHOLD = 8.0
protected

Используется в ProcessGetOutTransportActionData().

◆ DMG_FACTOR

const int DMG_FACTOR = 60
private

Используется в OnVehicleJumpOutServer().

◆ HEALTH_HIGH_SPEED_VALUE

const int HEALTH_HIGH_SPEED_VALUE = 70
protected

◆ HEALTH_LOW_SPEED_VALUE

const int HEALTH_LOW_SPEED_VALUE = 30
protected

◆ HIGH_SPEED_VALUE

const int HIGH_SPEED_VALUE = 30
private

Используется в OnVehicleJumpOutServer().

◆ LOW_SPEED_VALUE

const int LOW_SPEED_VALUE = 20
private

Используется в OnVehicleJumpOutServer().

◆ m_DmgFactor

int m_DmgFactor
protected

◆ m_ShockFactor

int m_ShockFactor
protected

◆ SHOCK_FACTOR

const int SHOCK_FACTOR = 15
private

Используется в OnVehicleJumpOutServer().


Объявления и описания членов класса находятся в файле: