DayZ 1.28
DayZ Explorer by KGB
 
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ActionDropItem.c
См. документацию.
2{
3 override void EndActionComponent()
4 {
5 SetCommand(DayZPlayerConstants.CMD_ACTIONINT_END);
7 }
8}
9
11{
12 string m_ItemName = "";
13
15 {
16 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_DROPITEM_HANDS;
17 m_CommandUIDProne = DayZPlayerConstants.CMD_ACTIONFB_DROPITEM_HANDS;
18 m_CallbackClass = ActionDropItemCB;
19 m_Text = "#drop_item";
20 }
21
23 {
24 m_ConditionItem = new CCINone();
25 m_ConditionTarget = new CCTNone();
26 }
27
28 override typename GetInputType()
29 {
30 return DropActionInput;
31 }
32
33 override bool HasProneException()
34 {
35 return true;
36 }
37
38 override bool CanBeUsedThrowing()
39 {
40 return true;
41 }
42
43 override bool HasTarget()
44 {
45 return false;
46 }
47
48 override bool UseAcknowledgment()
49 {
50 return false;
51 }
52
53 override bool ActionConditionContinue(ActionData action_data)
54 {
55 return true;
56 }
57
58 override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
59 {
60 HumanCommandMove hcm = player.GetCommand_Move();
61 if (hcm && hcm.IsChangingStance())
62 return false;
63
64 return player && item;
65 }
66
67 override void OnExecuteServer(ActionData action_data)
68 {
69 if (action_data.m_Player.IsPlacingServer())
70 action_data.m_Player.PlacingCancelServer();
71
72 ClearInventoryReservationEx(action_data);
73
74 if (GetGame().IsServer() && GetGame().IsMultiplayer())
75 {
76 action_data.m_Player.ServerDropEntity(action_data.m_Player.GetItemInHands()); // multiplayer server side
77 }
78 else
79 {
80 PhysicalDropItem(action_data); // single player or multiplayer client side
81 }
82 }
83
84 void PhysicalDropItem(ActionData action_data)
85 {
86 action_data.m_Player.PhysicalPredictiveDropItem(action_data.m_Player.GetItemInHands());
87 }
88}
override void CreateConditionComponents()
Определения ActionActivateTrap.c:30
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Определения ActionActivateTrap.c:46
override bool ActionConditionContinue(ActionData action_data)
Определения ActionAttachExplosivesTrigger.c:27
int m_CommandUIDProne
Определения ActionBase.c:32
int m_CommandUID
Определения ActionBase.c:31
ActionBase ActionData
Определения ActionBase.c:30
DetachActionData m_ItemName
override bool HasProneException()
Определения ActionDialCombinationLock.c:28
override void OnExecuteServer(ActionData action_data)
Определения ActionDigOutStash.c:57
void PhysicalDropItem(ActionData action_data)
Определения ActionDropItem.c:84
void ActionDropItem()
Определения ActionDropItem.c:14
override bool CanBeUsedThrowing()
Определения ActionDropItem.c:38
override bool UseAcknowledgment()
Определения ActionDropItem.c:48
override bool HasTarget()
Определения ActionInput.c:473
override GetInputType()
Определения ActionSequentialBase.c:32
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
Определения ActionTargets.c:121
void SetCommand(int command_uid)
Определения AnimatedActionBase.c:54
ActionData m_ActionData
Определения AnimatedActionBase.c:3
override void EndActionComponent()
Определения ActionDropItem.c:3
Определения ActionDropItem.c:2
Определения CCINone.c:2
Определения CCTNone.c:2
Определения ActionInput.c:652
proto native bool IsChangingStance()
returns true if character is changing stance
Определения human.c:434
Определения PlayerBaseClient.c:2
DayZPlayerConstants
defined in C++
Определения dayzplayer.c:602
proto native CGame GetGame()
const int UA_FINISHED
Определения 3_Game/constants.c:466