DayZ 1.26
DayZ Explorer by KGB
Загрузка...
Поиск...
Не найдено
Класс ActionDestroyCombinationLock

DEPRECATED. Подробнее...

+ Граф наследования:ActionDestroyCombinationLock:

Закрытые члены

void ActionDestroyCombinationLock ()
 
override void CreateConditionComponents ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnFinishProgressServer (ActionData action_data)
 
override string GetAdminLogMessage (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)
 

Закрытые статические данные

static int CYCLES = 5
 

Подробное описание

DEPRECATED.

Конструктор(ы)

◆ ActionDestroyCombinationLock()

14 {
16 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_DISASSEMBLE;
17 m_FullBody = true;
18 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT;
20 m_Text = "#destroy_combination_lock";
21 }
bool m_FullBody
Definition ActionBase.c:61
string m_Text
Definition ActionBase.c:58
float m_SpecialtyWeight
Definition ActionBase.c:77
int m_StanceMask
Definition ActionBase.c:62
Definition ActionDestroyCombinationLock.c:2
int m_CommandUID
Definition AnimatedActionBase.c:143
m_CallbackClass
Definition AnimatedActionBase.c:145
Definition EntityAI.c:95
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Перекрестные ссылки AnimatedActionBase::m_CallbackClass, AnimatedActionBase::m_CommandUID, ActionBase::m_FullBody, ActionBase::m_SpecialtyWeight, ActionBase::m_StanceMask и ActionBase::m_Text.

Методы

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprivate
30 {
31 Object target_object = target.GetObject();
32 string selection = target_object.GetActionComponentName( target.GetComponentIndex() );
33 Fence fence = Fence.Cast( target_object );
34
35 if ( fence && fence.IsLocked() && selection == "wall_interact" )
36 {
37 return true;
38 }
39
40 return false;
41 }
Definition ObjectTyped.c:2

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
inlineprivate
24 {
27 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:64
ref CCTBase m_ConditionTarget
Definition ActionBase.c:65
Definition CCINonRuined.c:2
Definition CCTNonRuined.c:2
Definition ActionConstants.c:106
const float DEFAULT
Definition ActionConstants.c:108

Перекрестные ссылки UAMaxDistances::DEFAULT, ActionBase::m_ConditionItem и ActionBase::m_ConditionTarget.

◆ GetAdminLogMessage()

override string GetAdminLogMessage ( ActionData action_data)
inlineprivate
65 {
66 return " destroyed combination lock with " + action_data.m_MainItem.GetDisplayName();
67 }

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)
inlineprivate
44 {
45 Fence fence = Fence.Cast( action_data.m_Target.GetObject() );
46 if ( fence )
47 {
48 CombinationLock combination_lock = fence.GetCombinationLock();
49 if ( combination_lock )
50 {
51 combination_lock.AddHealth("","",-(combination_lock.GetMaxHealth("","")/CYCLES));
52
53 if ( combination_lock.IsDamageDestroyed() )
54 {
55 combination_lock.UnlockServer( action_data.m_Player, fence );
56 GetGame().GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( combination_lock.DestroyLock, 200, false );
57 }
58 }
59 }
60
61 action_data.m_MainItem.DecreaseHealth( UADamageApplied.SAW_LOCK, false );
62 }
static int CYCLES
Definition ActionDestroyCombinationLock.c:12
Definition CombinationLock4.c:2
Definition ActionConstants.c:142
const float SAW_LOCK
Definition ActionConstants.c:147
proto native CGame GetGame()
const int CALL_CATEGORY_GAMEPLAY
Definition tools.c:10

Перекрестные ссылки CALL_CATEGORY_GAMEPLAY, CYCLES, GetGame() и UADamageApplied::SAW_LOCK.

Поля

◆ CYCLES

int CYCLES = 5
staticprivate

Используется в OnFinishProgressServer().


Объявления и описания членов класса находятся в файле: