DayZ 1.30
DayZ Explorer by KGB
 
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◆ CreateConditionComponents()

override void CheckIfDoorIsLocked::CreateConditionComponents ( )

См. определение в файле ActionOpenDoors.c строка 113

114{
116
117 void ActionOpenDoors()
118 {
119 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_OPENDOORFW;
120 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
121 m_Text = "#open";
122 }
123
124 override void CreateConditionComponents()
125 {
126 m_ConditionItem = new CCINone();
128 }
129
130 protected bool CheckIfDoorIsLocked()
131 {
132 return true;
133 }
134
135 protected bool CreatesNoise()
136 {
137 return true;
138 }
139
140 override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
141 {
142 if (!target)
143 return false;
144
145 if (!IsBuilding(target))
146 return false;
147
148 BuildingBase building;
149 if (Class.CastTo(building, target.GetObject()))
150 {
152 doorParams.m_DoorIndex = building.GetDoorIndex(target.GetComponentIndex());
153 if (doorParams.m_DoorIndex != -1)
154 {
155 if (!IsInReach(player, target, UAMaxDistances.DEFAULT))
156 return false;
157
158 if (!building.DoorsDirectionalCheck(player,target.GetComponentIndex()))
159 return false;
160
162 doorParams.m_Caller = player;
163
164 return building.CanDoorBeOpened(doorParams);
165 }
166 }
167
168 return false;
169 }
170
171 override void OnStartServer(ActionData action_data)
172 {
173 super.OnStartServer(action_data);
174
175 BuildingBase building;
176 if (Class.CastTo(building, action_data.m_Target.GetObject()))
177 {
179 doorParams.m_DoorIndex = building.GetDoorIndex(action_data.m_Target.GetComponentIndex());
180 if (doorParams.m_DoorIndex != -1)
181 {
183 doorParams.m_Caller = action_data.m_Player;
184 if (building.CanDoorBeOpened(doorParams))
185 building.OpenDoor(doorParams.m_DoorIndex);
186 }
187 }
188 }
189
190 override void OnEndServer(ActionData action_data)
191 {
192 super.OnEndServer(action_data);
193
194 m_NoisePar = new NoiseParams();
195 m_NoisePar.LoadFromPath("CfgVehicles SurvivorBase NoiseActionDefault");
196 NoiseSystem noise = g_Game.GetNoiseSystem();
197 if (noise && CreatesNoise())
198 {
199 if (action_data.m_Player)
200 {
201 Object targetObj = action_data.m_Target.GetObject();
202 noise.AddNoisePos(action_data.m_Player, action_data.m_Player.GetPosition(), m_NoisePar);
203 }
204 }
205 }
206
207 override bool IsLockTargetOnUse()
208 {
209 return false;
210 }
211}
212
213class ActionLockedDoors : ActionOpenDoors
214{
215 override bool CheckIfDoorIsLocked()
216 {
217 return false;
218 }
219
220 override protected bool CreatesNoise()
221 {
222 return false;
223 }
224}
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.