DayZ 1.29
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ActionDebug.c
См. документацию.
7
8class ActionDebugData : ActionData
9{
12}
13
14#ifdef DIAG_DEVELOPER
15class ActionDebug : ActionInstantBase
16{
17 override bool HasTarget()
18 {
19 return false;
20 }
21
22 override void CreateConditionComponents()
23 {
24 m_ConditionItem = new CCINone;
25 m_ConditionTarget = new CCTNone;
26 }
27
29 {
30 ActionDebugData action_data = new ActionDebugData;
31 return action_data;
32 }
33
34 override bool SetupAction(PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data = NULL)
35 {
36 ActionDebugData action_data_d;
37 Class.CastTo( action_data_d, CreateActionData());
38 action_data_d.m_Action = this;
39 action_data_d.m_Player = player;
40
41 if (!g_Game.IsDedicatedServer() )
42 {
43 ref Param2<EntityAI,int> ndata = Param2<EntityAI,int>.Cast( extra_data );
44 action_data_d.m_Entity = ndata.param1;
45 action_data_d.m_DebugActionID = ndata.param2;
46 }
47
48 ActionReciveData action_recive_data = player.GetActionManager().GetReciveData();
49 if ( action_recive_data )
50 {
51 HandleReciveData(action_recive_data,action_data_d);
52 }
53 action_data = action_data_d;
54
55 return true;
56 }
57
58 override void WriteToContext (ParamsWriteContext ctx, ActionData action_data)
59 {
60 ActionDebugData action_data_d;
61 Class.CastTo( action_data_d, action_data );
62
63 ctx.Write(action_data_d.m_Entity);
64 ctx.Write(action_data_d.m_DebugActionID);
65 }
66
67 override bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data )
68 {
69 if(!action_recive_data)
70 {
71 action_recive_data = new ActionDebugReciveData;
72 }
73
74 ActionDebugReciveData action_recive_data_d = ActionDebugReciveData.Cast(action_recive_data);
75
76 EntityAI ent;
77 int debugActionID;
78
79 if(!ctx.Read(ent))
80 return false;
81 if(!ctx.Read(debugActionID))
82 return false;
83
84 action_recive_data_d.m_Entity = ent;
85 action_recive_data_d.m_DebugActionID = debugActionID;
86 return true;
87 }
88
89 override void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
90 {
91 ActionDebugReciveData action_recive_data_d = ActionDebugReciveData.Cast(action_recive_data);
92 ActionDebugData action_data_d = ActionDebugData.Cast(action_data);
93
94 action_data_d.m_Entity = action_recive_data_d.m_Entity;
95 action_data_d.m_DebugActionID = action_recive_data_d.m_DebugActionID;
96 }
97
98 override void Start(ActionData action_data)
99 {
100 ActionDebugData action_data_d;
101 Class.CastTo( action_data_d, action_data );
102 if (action_data_d.m_Entity && !action_data_d.m_Entity.IsSetForDeletion())
103 action_data_d.m_Entity.OnAction(action_data_d.m_DebugActionID,action_data_d.m_Player,NULL);
104 }
105
106 override bool UseAcknowledgment()
107 {
108 return false;
109 }
110
111 override bool CanBeUsedInVehicle()
112 {
113 return true;
114 }
115
116 override bool CanBeUsedOnLadder()
117 {
118 return true;
119 }
120
121 override bool CanBeUsedSwimming()
122 {
123 return true;
124 }
125
126 override bool CanBeUsedInRestrain()
127 {
128 return true;
129 }
130
131 override bool CanBeUsedRaised()
132 {
133 return true;
134 }
135
136 override bool CanBeUsedOnBack()
137 {
138 return true;
139 }
140
141 override bool CanBeUsedThrowing()
142 {
143 return true;
144 }
145
146 override bool CanBeUsedLeaning()
147 {
148 return true;
149 }
150
151 override bool CanBeUsedWithBrokenLegs()
152 {
153 return true;
154 }
155
156 override bool CanBeUsedInFreelook()
157 {
158 return true;
159 }
160
161 override void InitConditionMask()
162 {
163 m_ConditionMask = 0xFFFFFFFF;
164 }
165
166};
167#endif
class LogManager EntityAI
ActionBase ActionData
Определения ActionBase.c:30
ActionDebugReciveData m_DebugActionID
class ActionTargets ActionTarget
Entity m_Entity
Определения CachedEquipmentStorageBase.c:14
DayZGame g_Game
Определения DayZGame.c:3942
void Start()
Plays all elements this effects consists of.
Определения Effect.c:157
class GP5GasMask extends MaskBase ItemBase
bool CanBeUsedRaised()
Определения ActionBase.c:360
bool CanBeUsedSwimming()
Определения ActionBase.c:350
ActionData CreateActionData()
Определения ActionBase.c:231
bool CanBeUsedInVehicle()
Определения ActionBase.c:335
bool HasTarget()
Определения ActionBase.c:250
bool CanBeUsedInRestrain()
Определения ActionBase.c:330
bool CanBeUsedInFreelook()
Определения ActionBase.c:380
bool SetupAction(PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data=NULL)
Определения ActionBase.c:162
bool UseAcknowledgment()
Определения ActionBase.c:1146
bool CanBeUsedOnBack()
Определения ActionBase.c:345
bool CanBeUsedOnLadder()
Определения ActionBase.c:355
bool ReadFromContext(ParamsReadContext ctx, out ActionReciveData action_recive_data)
Определения ActionBase.c:494
void WriteToContext(ParamsWriteContext ctx, ActionData action_data)
Определения ActionBase.c:438
bool CanBeUsedThrowing()
Определения ActionBase.c:365
void CreateConditionComponents()
Определения ActionBase.c:236
void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
Определения ActionBase.c:571
void InitConditionMask()
Определения ActionBase.c:110
bool CanBeUsedWithBrokenLegs()
Определения ActionBase.c:375
bool CanBeUsedLeaning()
Определения ActionBase.c:370
EntityAI m_Entity
Определения ActionDebug.c:5
ItemBase m_Item
Определения ActionDebug.c:3
int m_DebugActionID
Определения ActionDebug.c:4
proto bool Write(void value_out)
proto bool Read(void value_in)
Serializer ParamsReadContext
Определения gameplay.c:15
Serializer ParamsWriteContext
Определения gameplay.c:16