DayZ 1.30
DayZ Explorer by KGB
 
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◆ IsLockTargetOnUse()

override bool CheckIfDoorIsLocked::IsLockTargetOnUse ( )
protected

См. определение в файле ActionOpenDoors.c строка 196

197{
199
200 void ActionOpenDoors()
201 {
202 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_OPENDOORFW;
203 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
204 m_Text = "#open";
205 }
206
207 override void CreateConditionComponents()
208 {
209 m_ConditionItem = new CCINone();
211 }
212
213 protected bool CheckIfDoorIsLocked()
214 {
215 return true;
216 }
217
218 protected bool CreatesNoise()
219 {
220 return true;
221 }
222
223 override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
224 {
225 if (!target)
226 return false;
227
228 if (!IsBuilding(target))
229 return false;
230
231 BuildingBase building;
232 if (Class.CastTo(building, target.GetObject()))
233 {
235 doorParams.m_DoorIndex = building.GetDoorIndex(target.GetComponentIndex());
236 if (doorParams.m_DoorIndex != -1)
237 {
238 if (!IsInReach(player, target, UAMaxDistances.DEFAULT))
239 return false;
240
241 if (!building.DoorsDirectionalCheck(player,target.GetComponentIndex()))
242 return false;
243
245 doorParams.m_Caller = player;
246
247 return building.CanDoorBeOpened(doorParams);
248 }
249 }
250
251 return false;
252 }
253
254 override void OnStartServer(ActionData action_data)
255 {
256 super.OnStartServer(action_data);
257
258 BuildingBase building;
259 if (Class.CastTo(building, action_data.m_Target.GetObject()))
260 {
262 doorParams.m_DoorIndex = building.GetDoorIndex(action_data.m_Target.GetComponentIndex());
263 if (doorParams.m_DoorIndex != -1)
264 {
266 doorParams.m_Caller = action_data.m_Player;
267 if (building.CanDoorBeOpened(doorParams))
268 building.OpenDoor(doorParams.m_DoorIndex);
269 }
270 }
271 }
272
273 override void OnEndServer(ActionData action_data)
274 {
275 super.OnEndServer(action_data);
276
277 m_NoisePar = new NoiseParams();
278 m_NoisePar.LoadFromPath("CfgVehicles SurvivorBase NoiseActionDefault");
279 NoiseSystem noise = g_Game.GetNoiseSystem();
280 if (noise && CreatesNoise())
281 {
282 if (action_data.m_Player)
283 {
284 Object targetObj = action_data.m_Target.GetObject();
285 noise.AddNoisePos(action_data.m_Player, action_data.m_Player.GetPosition(), m_NoisePar);
286 }
287 }
288 }
289
290 override bool IsLockTargetOnUse()
291 {
292 return false;
293 }
294}
295
296class ActionLockedDoors : ActionOpenDoors
297{
298 override bool CheckIfDoorIsLocked()
299 {
300 return false;
301 }
302
303 override protected bool CreatesNoise()
304 {
305 return false;
306 }
307}
void BuildingBase()
string m_Text
Определения ActionBase.c:57
bool IsInReach(PlayerBase player, ActionTarget target, float maxDistance=1.0)
Определения ActionBase.c:1290
bool IsBuilding(ActionTarget target)
Определения ActionBase.c:1280
ref CCIBase m_ConditionItem
Определения ActionBase.c:63
ref CCTBase m_ConditionTarget
Определения ActionBase.c:64
int m_StanceMask
Определения ActionBase.c:61
override bool IsLockTargetOnUse()
Определения ActionOpenDoors.c:196
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Определения ActionOpenDoors.c:129
override void OnStartServer(ActionData action_data)
Определения ActionOpenDoors.c:160
override void OnEndServer(ActionData action_data)
Определения ActionOpenDoors.c:179
ref NoiseParams m_NoisePar
Определения ActionOpenDoors.c:104
override void CreateConditionComponents()
Определения ActionOpenDoors.c:113
bool CreatesNoise()
Определения ActionOpenDoors.c:124
void ActionOpenDoors()
Определения ActionOpenDoors.c:106
ActionOpenDoors ActionInteractBase CheckIfDoorIsLocked()
Определения ActionOpenDoors.c:103
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
Определения ActionTargets.c:125
DayZGame g_Game
Определения DayZGame.c:4074
class NoiseSystem NoiseParams()
Определения Noise.c:18
PlayerBase m_Player
Определения ActionBase.c:40
ref ActionTarget m_Target
Определения ActionBase.c:39
Определения ActionBase.c:22
bool CreatesNoise()
Определения ActionOpenDoors.c:23
bool CheckIfDoorIsLocked()
Определения ActionOpenDoors.c:18
Определения ActionOpenDoors.c:2
Определения CCINone.c:2
Определения CCTCursor.c:2
Super root of all classes in Enforce script.
Определения EnScript.c:11
proto void AddNoisePos(EntityAI source_entity, vector pos, NoiseParams noise_params, float external_strenght_multiplier=1.0)
Определения Noise.c:2
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
const float DEFAULT
Определения ActionConstants.c:114
DayZPlayerConstants
defined in C++
Определения dayzplayer.c:602
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.