DayZ 1.27
DayZ Explorer by KGB
 
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ActionOpenDoors.c
См. документацию.
2{
4
6 {
7 m_CommandUID = DayZPlayerConstants.CMD_ACTIONMOD_OPENDOORFW;
8 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
9 m_Text = "#open";
10 }
11
13 {
16 }
17
18 protected bool CheckIfDoorIsLocked()
19 {
20 return true;
21 }
22
23 protected bool CreatesNoise()
24 {
25 return true;
26 }
27
28 override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
29 {
30 if (!target)
31 return false;
32
33 if (!IsBuilding(target))
34 return false;
35
36 Building building;
37 if (Class.CastTo(building, target.GetObject()))
38 {
39 int doorIndex = building.GetDoorIndex(target.GetComponentIndex());
40 if (doorIndex != -1)
41 {
42 if (!IsInReach(player, target, UAMaxDistances.DEFAULT))
43 return false;
44
45 return building.CanDoorBeOpened(doorIndex, CheckIfDoorIsLocked());
46
47 }
48 }
49
50 return false;
51 }
52
53 override void OnStartServer(ActionData action_data)
54 {
55 super.OnStartServer(action_data);
56
57 Building building;
58 if (Class.CastTo(building, action_data.m_Target.GetObject()))
59 {
60 int doorIndex = building.GetDoorIndex(action_data.m_Target.GetComponentIndex());
61 if (doorIndex != -1)
62 {
63 if (building.CanDoorBeOpened(doorIndex, CheckIfDoorIsLocked()))
64 {
65 building.OpenDoor(doorIndex);
66 }
67 }
68 }
69 }
70
71 override void OnEndServer(ActionData action_data)
72 {
73 super.OnEndServer(action_data);
74
75 m_NoisePar = new NoiseParams();
76 m_NoisePar.LoadFromPath("CfgVehicles SurvivorBase NoiseActionDefault");
78 if (noise && CreatesNoise())
79 {
80 if (action_data.m_Player)
81 noise.AddNoisePos(action_data.m_Player, action_data.m_Target.GetObject().GetPosition(), m_NoisePar, NoiseAIEvaluate.GetNoiseReduction(GetGame().GetWeather()));
82 }
83 }
84
85 override bool IsLockTargetOnUse()
86 {
87 return false;
88 }
89}
90
91class ActionLockedDoors : ActionOpenDoors
92{
93 override bool CheckIfDoorIsLocked()
94 {
95 return false;
96 }
97
98 override protected bool CreatesNoise()
99 {
100 return false;
101 }
102};
ActionBase ActionData
Определения ActionBase.c:30
class ActionTargets ActionTarget
class NoiseSystem NoiseParams()
Определения Noise.c:15
int m_StanceMask
Определения ActionBase.c:62
bool IsInReach(PlayerBase player, ActionTarget target, float maxDistance=1.0)
Определения ActionBase.c:1158
string m_Text
Определения ActionBase.c:58
ref CCIBase m_ConditionItem
Определения ActionBase.c:64
bool IsBuilding(ActionTarget target)
Определения ActionBase.c:1148
ref CCTBase m_ConditionTarget
Определения ActionBase.c:65
void ActionInteractBase()
Определения ActionInteractBase.c:43
override void OnEndServer(ActionData action_data)
Определения ActionOpenDoors.c:71
bool CreatesNoise()
Определения ActionOpenDoors.c:23
ref NoiseParams m_NoisePar
Определения ActionOpenDoors.c:3
override bool IsLockTargetOnUse()
Определения ActionOpenDoors.c:85
override void CreateConditionComponents()
Определения ActionOpenDoors.c:12
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Определения ActionOpenDoors.c:28
void ActionOpenDoors()
Определения ActionOpenDoors.c:5
override void OnStartServer(ActionData action_data)
Определения ActionOpenDoors.c:53
bool CheckIfDoorIsLocked()
Определения ActionOpenDoors.c:18
Определения ActionOpenDoors.c:2
int m_CommandUID
Определения AnimatedActionBase.c:143
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.