DayZ 1.30
DayZ Explorer by KGB
 
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◆ CreatesNoise()

bool CreatesNoise ( )
protected

См. определение в файле ActionOpenDoors.c строка 124

125{
127
128 void ActionOpenDoors()
129 {
130 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_OPENDOORFW;
131 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
132 m_Text = "#open";
133 }
134
135 override void CreateConditionComponents()
136 {
137 m_ConditionItem = new CCINone();
139 }
140
141 protected bool CheckIfDoorIsLocked()
142 {
143 return true;
144 }
145
146 protected bool CreatesNoise()
147 {
148 return true;
149 }
150
151 override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
152 {
153 if (!target)
154 return false;
155
156 if (!IsBuilding(target))
157 return false;
158
159 BuildingBase building;
160 if (Class.CastTo(building, target.GetObject()))
161 {
163 doorParams.m_DoorIndex = building.GetDoorIndex(target.GetComponentIndex());
164 if (doorParams.m_DoorIndex != -1)
165 {
166 if (!IsInReach(player, target, UAMaxDistances.DEFAULT))
167 return false;
168
169 if (!building.DoorsDirectionalCheck(player,target.GetComponentIndex()))
170 return false;
171
173 doorParams.m_Caller = player;
174
175 return building.CanDoorBeOpened(doorParams);
176 }
177 }
178
179 return false;
180 }
181
182 override void OnStartServer(ActionData action_data)
183 {
184 super.OnStartServer(action_data);
185
186 BuildingBase building;
187 if (Class.CastTo(building, action_data.m_Target.GetObject()))
188 {
190 doorParams.m_DoorIndex = building.GetDoorIndex(action_data.m_Target.GetComponentIndex());
191 if (doorParams.m_DoorIndex != -1)
192 {
194 doorParams.m_Caller = action_data.m_Player;
195 if (building.CanDoorBeOpened(doorParams))
196 building.OpenDoor(doorParams.m_DoorIndex);
197 }
198 }
199 }
200
201 override void OnEndServer(ActionData action_data)
202 {
203 super.OnEndServer(action_data);
204
205 m_NoisePar = new NoiseParams();
206 m_NoisePar.LoadFromPath("CfgVehicles SurvivorBase NoiseActionDefault");
207 NoiseSystem noise = g_Game.GetNoiseSystem();
208 if (noise && CreatesNoise())
209 {
210 if (action_data.m_Player)
211 {
212 Object targetObj = action_data.m_Target.GetObject();
213 noise.AddNoisePos(action_data.m_Player, action_data.m_Player.GetPosition(), m_NoisePar);
214 }
215 }
216 }
217
218 override bool IsLockTargetOnUse()
219 {
220 return false;
221 }
222}
223
224class ActionLockedDoors : ActionOpenDoors
225{
226 override bool CheckIfDoorIsLocked()
227 {
228 return false;
229 }
230
231 override protected bool CreatesNoise()
232 {
233 return false;
234 }
235}
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.