DayZ 1.27
DayZ Explorer by KGB
 
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ActionTakeMaterialToHandsSwitch.c
См. документацию.
1
3{
5 {
6 m_Text = "#switch_to_next_material";
7 }
8
14
15 override bool IsInstant()
16 {
17 return true;
18 }
19
21 {
22 return false;
23 }
24
25 override bool UseAcknowledgment()
26 {
27 return true;
28 }
29
30 override typename GetInputType()
31 {
33 }
34
35 override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
36 {
37 EntityAI target_entity = EntityAI.Cast( target.GetObject() );
38 if ( target_entity && target_entity.CanUseConstruction() )
39 {
40 BaseBuildingBase base_building = BaseBuildingBase.Cast( target_entity );
41 if(!base_building.IsPlayerInside(player,""))
42 return false;
43
44 ConstructionActionData construction_action_data = player.GetConstructionActionData();
45
46 string main_part_name = target_entity.GetActionComponentName( target.GetComponentIndex() );
47 construction_action_data.RefreshAttachmentsToDetach( target_entity, main_part_name );
48
49 if ( construction_action_data.GetAttachmentsToDetachCount() > 1 )
50 {
51 return true;
52 }
53 }
54
55 return false;
56 }
57
58 override void Start( ActionData action_data )
59 {
60 super.Start( action_data );
61
62 //set next index
63 ConstructionActionData construction_action_data = action_data.m_Player.GetConstructionActionData();
64 construction_action_data.SetNextAttachmentIndex();
65 }
66}
ActionBase ActionData
Определения ActionBase.c:30
class ActionTargets ActionTarget
string m_Text
Определения ActionBase.c:58
ref CCIBase m_ConditionItem
Определения ActionBase.c:64
ref CCTBase m_ConditionTarget
Определения ActionBase.c:65
void ActionSingleUseBase()
Определения ActionSingleUseBase.c:31
override void Start(ActionData action_data)
override bool RemoveForceTargetAfterUse()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void CreateConditionComponents()
override bool IsPlayerInside(PlayerBase player, string selection)
Определения Fence.c:615
Определения Fence.c:2
Определения CCINotPresent.c:2
Определения CCTNonRuined.c:2
int GetAttachmentsToDetachCount()
Определения ConstructionActionData.c:375
void SetNextAttachmentIndex()
Определения ConstructionActionData.c:356
void RefreshAttachmentsToDetach(EntityAI target, string main_part_name)
Определения ConstructionActionData.c:351
Определения Building.c:6
Определения InventoryItem.c:731
Определения PlayerBaseClient.c:2
const float BASEBUILDING
Определения ActionConstants.c:116