Dayz 1.25
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Класс ActionPourLiquid
+ Граф наследования:ActionPourLiquid:

Закрытые члены

void ActionPourLiquid ()
 
override void CreateConditionComponents ()
 
override bool HasProneException ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnFinishProgressServer (ActionData action_data)
 
override void OnStartAnimationLoop (ActionData action_data)
 
override void OnEndAnimationLoop (ActionData action_data)
 
override void OnEnd (ActionData action_data)
 
- Закрытые члены унаследованные от ActionContinuousBase
void OnStartAnimationLoopServer (ActionData action_data)
 
void OnStartAnimationLoopClient (ActionData action_data)
 
void OnEndAnimationLoopServer (ActionData action_data)
 
void OnEndAnimationLoopClient (ActionData action_data)
 
void OnFinishProgressServer (ActionData action_data)
 
void OnFinishProgressClient (ActionData action_data)
 

Подробное описание

Конструктор(ы)

◆ ActionPourLiquid()

void ActionPourLiquid ( )
inlineprivate
14 {
16 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_EMPTY_VESSEL;
17 m_CommandUIDProne = DayZPlayerConstants.CMD_ACTIONFB_EMPTY_VESSEL;
19 m_Text = "#pour_liquid";
20 }
string m_Text
Definition ActionBase.c:49
float m_SpecialtyWeight
Definition ActionBase.c:68
Definition ActionPourLiquid.c:2
int m_CommandUIDProne
Definition AnimatedActionBase.c:136
int m_CommandUID
Definition AnimatedActionBase.c:135
m_CallbackClass
Definition AnimatedActionBase.c:137
Definition ActionConstants.c:119
const float PRECISE_LOW
Definition ActionConstants.c:123
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Перекрестные ссылки AnimatedActionBase::m_CallbackClass, AnimatedActionBase::m_CommandUID, AnimatedActionBase::m_CommandUIDProne, m_SpecialtyWeight, m_Text и UASoftSkillsWeight::PRECISE_LOW.

Методы

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprivate
34 {
35 ItemBase target_item = ItemBase.Cast(target.GetObject());
36
37 if ( target_item && item )
38 {
40 }
41 return false;
42 }
Definition InventoryItem.c:731
Definition Liquid.c:2
static bool CanTransfer(ItemBase source_ent, ItemBase target_ent)
Definition Liquid.c:85
Definition EntityAI.c:95

Перекрестные ссылки Liquid::CanTransfer().

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
inlineprivate
23 {
26 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
Definition CCINonRuined.c:2
Definition CCTNonRuined.c:2
Definition ActionConstants.c:105
const float DEFAULT
Definition ActionConstants.c:107

Перекрестные ссылки UAMaxDistances::DEFAULT, m_ConditionItem и m_ConditionTarget.

◆ HasProneException()

override bool HasProneException ( )
inlineprivate
29 {
30 return true;
31 }

◆ OnEnd()

override void OnEnd ( ActionData action_data)
inlineprivate
72 {
73 if ( !GetGame().IsMultiplayer() || GetGame().IsServer() )
74 {
75 Bottle_Base target_vessel = Bottle_Base.Cast( action_data.m_Target.GetObject());
76 Param1<bool> play = new Param1<bool>( false );
77
78 GetGame().RPCSingleParam( target_vessel, SoundTypeBottle.POURING, play, true );
79 }
80 }
SoundTypeBottle
Definition Bottle_Base.c:2
Definition CanisterGasoline.c:2
proto native CGame GetGame()

Перекрестные ссылки GetGame().

◆ OnEndAnimationLoop()

override void OnEndAnimationLoop ( ActionData action_data)
inlineprivate
61 {
62 if ( !GetGame().IsMultiplayer() || GetGame().IsServer() )
63 {
64 Bottle_Base target_vessel = Bottle_Base.Cast( action_data.m_Target.GetObject());
65 Param1<bool> play = new Param1<bool>( false );
66
67 GetGame().RPCSingleParam( target_vessel, SoundTypeBottle.POURING, play, true );
68 }
69 }

Перекрестные ссылки GetGame().

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)
inlineprivate
45 {
46 action_data.m_Player.GetSoftSkillsManager().AddSpecialty( m_SpecialtyWeight );
47 }

Перекрестные ссылки m_SpecialtyWeight.

◆ OnStartAnimationLoop()

override void OnStartAnimationLoop ( ActionData action_data)
inlineprivate
50 {
51 if ( !GetGame().IsMultiplayer() || GetGame().IsServer() )
52 {
53 Bottle_Base vessel_in_hands = Bottle_Base.Cast( action_data.m_Target.GetObject() );
54 Param1<bool> play = new Param1<bool>( true );
55
56 GetGame().RPCSingleParam( vessel_in_hands, SoundTypeBottle.POURING, play, true );
57 }
58 }

Перекрестные ссылки GetGame().


Объявления и описания членов класса находятся в файле: