DayZ 1.26
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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)
 
override bool CanTargetBeInVehicle ()
 

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 }
int m_CommandUID
Definition ActionBase.c:31
int m_StanceMask
Definition ActionBase.c:33
Definition ActionBandageTarget.c:2
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

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

◆ CanTargetBeInVehicle()

override bool CanTargetBeInVehicle ( )
67 {
68 return true;
69 }

◆ 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_CommandUID и m_StanceMask.

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
28 {
29 m_ConditionItem = new CCINonRuined();
30 m_ConditionTarget = new CCTMan(UAMaxDistances.DEFAULT);
31 }
Definition CCINonRuined.c:2
Definition CCTMan.c:2
Definition ActionConstants.c:106
const float DEFAULT
Definition ActionConstants.c:108

Перекрестные ссылки UAMaxDistances::DEFAULT.

◆ 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 }
override void ApplyBandage(ItemBase item, PlayerBase player)
Definition ActionSewSelf.c:47

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