DayZ 1.30
DayZ Explorer by KGB
 
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◆ OnStartServer()

override void CheckIfDoorIsLocked::OnStartServer ( ActionData action_data)
protected

См. определение в файле ActionOpenDoors.c строка 160

161{
163
164 void ActionOpenDoors()
165 {
166 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_OPENDOORFW;
167 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
168 m_Text = "#open";
169 }
170
171 override void CreateConditionComponents()
172 {
173 m_ConditionItem = new CCINone();
175 }
176
177 protected bool CheckIfDoorIsLocked()
178 {
179 return true;
180 }
181
182 protected bool CreatesNoise()
183 {
184 return true;
185 }
186
187 override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
188 {
189 if (!target)
190 return false;
191
192 if (!IsBuilding(target))
193 return false;
194
195 BuildingBase building;
196 if (Class.CastTo(building, target.GetObject()))
197 {
199 doorParams.m_DoorIndex = building.GetDoorIndex(target.GetComponentIndex());
200 if (doorParams.m_DoorIndex != -1)
201 {
202 if (!IsInReach(player, target, UAMaxDistances.DEFAULT))
203 return false;
204
205 if (!building.DoorsDirectionalCheck(player,target.GetComponentIndex()))
206 return false;
207
209 doorParams.m_Caller = player;
210
211 return building.CanDoorBeOpened(doorParams);
212 }
213 }
214
215 return false;
216 }
217
218 override void OnStartServer(ActionData action_data)
219 {
220 super.OnStartServer(action_data);
221
222 BuildingBase building;
223 if (Class.CastTo(building, action_data.m_Target.GetObject()))
224 {
226 doorParams.m_DoorIndex = building.GetDoorIndex(action_data.m_Target.GetComponentIndex());
227 if (doorParams.m_DoorIndex != -1)
228 {
230 doorParams.m_Caller = action_data.m_Player;
231 if (building.CanDoorBeOpened(doorParams))
232 building.OpenDoor(doorParams.m_DoorIndex);
233 }
234 }
235 }
236
237 override void OnEndServer(ActionData action_data)
238 {
239 super.OnEndServer(action_data);
240
241 m_NoisePar = new NoiseParams();
242 m_NoisePar.LoadFromPath("CfgVehicles SurvivorBase NoiseActionDefault");
243 NoiseSystem noise = g_Game.GetNoiseSystem();
244 if (noise && CreatesNoise())
245 {
246 if (action_data.m_Player)
247 {
248 Object targetObj = action_data.m_Target.GetObject();
249 noise.AddNoisePos(action_data.m_Player, action_data.m_Player.GetPosition(), m_NoisePar);
250 }
251 }
252 }
253
254 override bool IsLockTargetOnUse()
255 {
256 return false;
257 }
258}
259
260class ActionLockedDoors : ActionOpenDoors
261{
262 override bool CheckIfDoorIsLocked()
263 {
264 return false;
265 }
266
267 override protected bool CreatesNoise()
268 {
269 return false;
270 }
271}
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.