DayZ 1.27
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◆ Execute()

override int CAContinuousFertilizeGardenSlot::Execute ( ActionData action_data)
inlineprotected

См. определение в файле CAContinuousFertilizeGardenSlot.c строка 73

74 {
75 if ( !action_data.m_Player )
76 {
77 return UA_ERROR;
78 }
79
81 {
82 return UA_FINISHED;
83 }
84 else
85 {
87 {
88 m_SpentQuantity = m_QuantityUsedPerSecond * action_data.m_Player.GetDeltaT();
89 GardenBase garden_base;
90 Class.CastTo(garden_base, action_data.m_Target.GetObject() );
91 //string selection = garden_base.GetActionComponentName(action_data.m_Target.GetComponentIndex());
92
94
95 if (GetGame().IsServer())
96 {
97 action_data.m_MainItem.AddQuantity( -m_SpentQuantity );
98 }
99
100 garden_base.Fertilize( action_data.m_Player, action_data.m_MainItem, m_SpentQuantity, m_Selection );
101
102 return UA_PROCESSING;
103 }
104 else
105 {
106 CalcAndSetQuantity( action_data );
107 OnCompletePogress(action_data);
108 return UA_FINISHED;
109 }
110 }
111 }
void CalcAndSetQuantity()
Определения FireplaceBase.c:2640
void OnCompletePogress(ActionData action_data)
Определения CAContinuousBase.c:8
float m_ItemQuantity
Определения CAContinuousQuantity.c:3
float m_SpentQuantity
Определения CAContinuousQuantity.c:4
float m_QuantityUsedPerSecond
Определения CAContinuousQuantity.c:6
proto native CGame GetGame()
const int UA_FINISHED
Определения constants.c:464
const int UA_ERROR
Определения constants.c:483
const int UA_PROCESSING
Определения constants.c:462

Перекрестные ссылки ActionData, CalcAndSetQuantity(), Class::CastTo(), GetGame(), CAContinuousQuantity::m_ItemQuantity, CAContinuousQuantity::m_QuantityUsedPerSecond, m_Selection, CAContinuousQuantity::m_SpentQuantity, m_SpentQuantityTotal, CAContinuousBase::OnCompletePogress(), UA_ERROR, UA_FINISHED и UA_PROCESSING.