DayZ 1.27
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◆ ActionConditionContinue()

override bool ActionRestrainTarget::ActionConditionContinue ( ActionData action_data)
inlineprivate

См. определение в файле ActionRestrainTarget.c строка 65

66 {
67 PlayerBase target_player = PlayerBase.Cast(action_data.m_Target.GetObject());
68
69 if ( GetGame().IsServer() && GetGame().IsMultiplayer() )
70 {
71 if ( target_player.IsSurrendered() || !target_player.CanBeRestrained() )
72 {
73 return false;
74 }
75 }
76 if ( GetGame().IsServer() )
77 {
78 ActionRestrainTargetCB callback = ActionRestrainTargetCB.Cast(action_data.m_Callback);
79
80 if ( callback.GetActionComponentProgress() > 0.75 && !target_player.IsRestrainPrelocked() )
81 {
82 target_player.SetRestrainPrelocked(true);
83 }
84
85 return !GetGame().GetMission().IsPlayerDisconnecting(target_player);
86
87 }
88 return true;
89 }
float GetActionComponentProgress()
Определения AnimatedActionBase.c:119
proto native Mission GetMission()
bool IsPlayerDisconnecting(Man player)
proto native CGame GetGame()

Перекрестные ссылки ActionData, ActionBaseCB::GetActionComponentProgress(), GetGame(), CGame::GetMission() и Mission::IsPlayerDisconnecting().