Dayz 1.25
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Класс ActionSingleUseBase
+ Граф наследования:ActionSingleUseBase:

Закрытые члены

void ActionSingleUseBase ()
 
override GetInputType ()
 
override int GetActionCategory ()
 
void ActionPin ()
 
override void CreateConditionComponents ()
 
override bool HasTarget ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnExecute (ActionData action_data)
 
void ActionUnpin ()
 
override void CreateConditionComponents ()
 
override bool HasTarget ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnExecute (ActionData action_data)
 
- Закрытые члены унаследованные от AnimatedActionBase
void AnimatedActionBase ()
 
void OnAlternativeEndServer (PlayerBase player)
 
void OnAlternativeEndClient (PlayerBase player)
 
void OnInterruptServer (PlayerBase player)
 
void OnInterruptClient (PlayerBase player)
 
void OnExecute (ActionData action_data)
 
void OnExecuteServer (ActionData action_data)
 
void OnExecuteClient (ActionData action_data)
 
void OnAnimationEvent (ActionData action_data)
 
override bool ActionConditionContinue (ActionData action_data)
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
int GetActionCommand (PlayerBase player)
 
 GetCallbackClassTypename ()
 
override bool HasProneException ()
 
void CreateAndSetupActionCallback (ActionData action_data)
 
override void Start (ActionData action_data)
 
override void Interrupt (ActionData action_data)
 
void OnJumpStart ()
 
void Do (ActionData action_data, int state)
 
override void End (ActionData action_data)
 
override float GetProgress (ActionData action_data)
 

Дополнительные унаследованные члены

- Закрытые данные унаследованные от AnimatedActionBase
int m_CommandUID
 
int m_CommandUIDProne
 
 m_CallbackClass
 

Подробное описание

Конструктор(ы)

◆ ActionSingleUseBase()

void ActionSingleUseBase ( )
inlineprivate
44 {
46 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_PICKUP_HANDS;
47 }
Definition ActionSingleUseBase.c:2
int m_CommandUID
Definition AnimatedActionBase.c:135
m_CallbackClass
Definition AnimatedActionBase.c:137
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Перекрестные ссылки AnimatedActionBase::m_CallbackClass и AnimatedActionBase::m_CommandUID.

Методы

◆ ActionCondition() [1/2]

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprivate
20 {
21 /*
22 if ( item.IsInherited(Grenade_Base) )
23 {
24 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_PINGRENAGE;
25 }
26 else
27 */
28 {
29 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_ITEM_ON;
30 }
31
33 if( grenade )
34 {
35 if( !grenade.IsPinned() && grenade.IsPinnable() )
36 {
37 return true;
38 }
39 }
40
41 return false;
42 }
Definition FlashGrenade.c:2
Definition EntityAI.c:95

◆ ActionCondition() [2/2]

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprivate
20 {
21 if ( item.IsInherited(Grenade_Base) )
22 {
23 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_UNPINGRENAGE;
24 }
25 else
26 {
27 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_ITEM_ON;
28 }
29
31 if( grenade )
32 {
33 if( grenade.IsPinned() )
34 {
35 return true;
36 }
37 }
38
39 return false;
40 }

◆ ActionPin()

void ActionPin ( )
inlineprivate
4 {
5 m_Text = "#pin";
6 }
string m_Text
Definition ActionBase.c:49

Перекрестные ссылки m_Text.

◆ ActionUnpin()

void ActionUnpin ( )
inlineprivate
4 {
5 m_Text = "#unpin";
6 }

Перекрестные ссылки m_Text.

◆ CreateConditionComponents() [1/2]

override void CreateConditionComponents ( )
inlineprivate
9 {
12 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
Definition CCINonRuined.c:2
Definition CCTNone.c:2

Перекрестные ссылки m_ConditionItem и m_ConditionTarget.

◆ CreateConditionComponents() [2/2]

override void CreateConditionComponents ( )
inlineprivate
9 {
12 }

Перекрестные ссылки m_ConditionItem и m_ConditionTarget.

◆ GetActionCategory()

override int GetActionCategory ( )
inlineprivate
55 {
56 return AC_SINGLE_USE;
57 }
const int AC_SINGLE_USE
Definition _constants.c:2

Перекрестные ссылки AC_SINGLE_USE.

◆ GetInputType()

override GetInputType ( )
inlineprivate
50 {
51 return DefaultActionInput;
52 }
Definition ActionInput.c:631

◆ HasTarget() [1/2]

override bool HasTarget ( )
inlineprivate
15 {
16 return false;
17 }

◆ HasTarget() [2/2]

override bool HasTarget ( )
inlineprivate
15 {
16 return false;
17 }

◆ OnExecute() [1/2]

override void OnExecute ( ActionData action_data)
inlineprivate
45 {
47 if( grenade )
48 {
49 grenade.Pin();
50 }
51 }

◆ OnExecute() [2/2]

override void OnExecute ( ActionData action_data)
inlineprivate
43 {
45 if( grenade )
46 {
47 grenade.Unpin();
48 }
49 }

Объявления и описания членов классов находятся в файлах: