Dayz 1.25
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Файл ActionBandageTarget.c

См. исходные тексты.

Структуры данных

class  ActionBandageTargetCB
 

Функции

ActionBandageTargetCB ActionContinuousBaseCB ActionBandageTarget ()
 
override void CreateActionComponent ()
 
override void CreateConditionComponents ()
 
override int GetStanceMask (PlayerBase player)
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnFinishProgressServer (ActionData action_data)
 
override void OnFinishProgressClient (ActionData action_data)
 

Функции

◆ ActionBandageTarget()

18 {
19 m_CallbackClass = ActionBandageTargetCB;
20 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_BANDAGETARGET;
21 m_FullBody = true;
22 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
23
24 m_Text = "#treat_persons_wound";
25 }
bool m_FullBody
Definition ActionBase.c:52
string m_Text
Definition ActionBase.c:49
int m_StanceMask
Definition ActionBase.c:53
Definition ActionBandageTarget.c:2
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Используется в ActionConstructor::RegisterActions(), ItemBase::SetActions() и Bandana_ColorBase::SetActions().

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
42 {
43 PlayerBase otherPlayer = PlayerBase.Cast(target.GetObject());
44 if (otherPlayer)
45 return otherPlayer.IsBleeding();
46
47 return false;
48 }
Definition EntityAI.c:95
Definition PlayerBaseClient.c:2

◆ CreateActionComponent()

override void CreateActionComponent ( )
18 {
19 m_CallbackClass = ActionBandageTargetCB;
20 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_BANDAGETARGET;
21 m_FullBody = true;
22 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
23
24 m_Text = "#treat_persons_wound";
25 }
26
27 override void CreateConditionComponents()
override void CreateConditionComponents()
Definition ActionBandageTarget.c:27

Перекрестные ссылки m_FullBody, m_StanceMask и m_Text.

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
28 {
31 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
Definition CCINonRuined.c:2
Definition CCTMan.c:2
Definition ActionConstants.c:105
const float DEFAULT
Definition ActionConstants.c:107

Перекрестные ссылки UAMaxDistances::DEFAULT, m_ConditionItem и m_ConditionTarget.

◆ GetStanceMask()

override int GetStanceMask ( PlayerBase player)
34 {
35 if (player.IsPlayerInStance(DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_PRONE))
36 return DayZPlayerConstants.STANCEMASK_CROUCH;
37 else
38 return DayZPlayerConstants.STANCEMASK_ERECT;
39 }

◆ OnFinishProgressClient()

override void OnFinishProgressClient ( ActionData action_data)
62 {
63 GetGame().GetAnalyticsClient().OnActionBandageTarget();
64 }
proto native CGame GetGame()

Перекрестные ссылки GetGame().

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)
51 {
52 PlayerBase target = PlayerBase.Cast(action_data.m_Target.GetObject());
53
54 if (action_data.m_MainItem && target)
55 {
56 if (CanReceiveAction(action_data.m_Target))
57 ApplyBandage(action_data.m_MainItem, target);
58 }
59 }
bool CanReceiveAction(ActionTarget target)
Definition ActionBase.c:638
override void ApplyBandage(ItemBase item, PlayerBase player)
Definition ActionSewSelf.c:47

Перекрестные ссылки ActionBandageBase::ApplyBandage() и CanReceiveAction().