DayZ 1.27
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено

◆ CreatesNoise()

bool CreatesNoise ( )
protected

См. определение в файле ActionOpenDoors.c строка 114

115{
117
118 void ActionOpenDoors()
119 {
120 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_OPENDOORFW;
121 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
122 m_Text = "#open";
123 }
124
125 override void CreateConditionComponents()
126 {
127 m_ConditionItem = new CCINone();
128 m_ConditionTarget = new CCTCursor();
129 }
130
131 protected bool CheckIfDoorIsLocked()
132 {
133 return true;
134 }
135
136 protected bool CreatesNoise()
137 {
138 return true;
139 }
140
141 override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
142 {
143 if (!target)
144 return false;
145
146 if (!IsBuilding(target))
147 return false;
148
149 Building building;
150 if (Class.CastTo(building, target.GetObject()))
151 {
152 int doorIndex = building.GetDoorIndex(target.GetComponentIndex());
153 if (doorIndex != -1)
154 {
155 if (!IsInReach(player, target, UAMaxDistances.DEFAULT))
156 return false;
157
158 return building.CanDoorBeOpened(doorIndex, CheckIfDoorIsLocked());
159
160 }
161 }
162
163 return false;
164 }
165
166 override void OnStartServer(ActionData action_data)
167 {
168 super.OnStartServer(action_data);
169
170 Building building;
171 if (Class.CastTo(building, action_data.m_Target.GetObject()))
172 {
173 int doorIndex = building.GetDoorIndex(action_data.m_Target.GetComponentIndex());
174 if (doorIndex != -1)
175 {
176 if (building.CanDoorBeOpened(doorIndex, CheckIfDoorIsLocked()))
177 {
178 building.OpenDoor(doorIndex);
179 }
180 }
181 }
182 }
183
184 override void OnEndServer(ActionData action_data)
185 {
186 super.OnEndServer(action_data);
187
188 m_NoisePar = new NoiseParams();
189 m_NoisePar.LoadFromPath("CfgVehicles SurvivorBase NoiseActionDefault");
191 if (noise && CreatesNoise())
192 {
193 if (action_data.m_Player)
194 noise.AddNoisePos(action_data.m_Player, action_data.m_Target.GetObject().GetPosition(), m_NoisePar, NoiseAIEvaluate.GetNoiseReduction(GetGame().GetWeather()));
195 }
196 }
197
198 override bool IsLockTargetOnUse()
199 {
200 return false;
201 }
202}
203
204class ActionLockedDoors : ActionOpenDoors
205{
206 override bool CheckIfDoorIsLocked()
207 {
208 return false;
209 }
210
211 override protected bool CreatesNoise()
212 {
213 return false;
214 }
215};
int m_CommandUID
Определения ActionBase.c:31
int m_StanceMask
Определения ActionBase.c:33
ActionBase ActionData
Определения ActionBase.c:30
override bool IsLockTargetOnUse()
Определения ActionOpenDoors.c:176
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Определения ActionOpenDoors.c:119
override void OnStartServer(ActionData action_data)
Определения ActionOpenDoors.c:144
override void OnEndServer(ActionData action_data)
Определения ActionOpenDoors.c:162
ref NoiseParams m_NoisePar
Определения ActionOpenDoors.c:94
override void CreateConditionComponents()
Определения ActionOpenDoors.c:103
bool CreatesNoise()
Определения ActionOpenDoors.c:114
void ActionOpenDoors()
Определения ActionOpenDoors.c:96
ActionOpenDoors ActionInteractBase CheckIfDoorIsLocked()
Определения ActionOpenDoors.c:93
class ActionTargets ActionTarget
class NoiseSystem NoiseParams()
Определения Noise.c:15
bool CreatesNoise()
Определения ActionOpenDoors.c:23
bool CheckIfDoorIsLocked()
Определения ActionOpenDoors.c:18
Определения ActionOpenDoors.c:2
Определения CCINone.c:2
Определения CCTCursor.c:2
proto native NoiseSystem GetNoiseSystem()
Super root of all classes in Enforce script.
Определения EnScript.c:11
Определения InventoryItem.c:731
static float GetNoiseReduction(Weather weather)
Определения SensesAIEvaluate.c:18
proto void AddNoisePos(EntityAI source_entity, vector pos, NoiseParams noise_params, float external_strenght_multiplier=1.0)
Определения Noise.c:2
Определения PlayerBaseClient.c:2
const float DEFAULT
Определения ActionConstants.c:112
DayZPlayerConstants
defined in C++
Определения dayzplayer.c:602
proto native CGame GetGame()
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.