DayZ 1.30
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ActionInput.c
См. документацию.
2{
3 AIT_CONTINUOUS, //React to hold input and release after it
4 AIT_SINGLE, //React to click input - single use actions
5 AIT_DOUBLECLICK, //React to double click input - single use actions
6 AIT_HOLDSINGLE, //React to hold input - single use actions
7 AIT_CLICKCONTINUOUS, //React to click input for start and click for end
9 AIT_INVENTORYINPUT, //Inventory specific actions
10}
11
12class ForcedActionData
13{
17}
18
20{
21 UAIDWrapper m_input; //Input ID automaticly generated from name.
22 int m_InputType; //Use from action manager for handling input
24 bool m_DetectFromItem; //Can be used action from item in hands?
25 bool m_DetectFromTarget; //Can be used action from target in vicinity?
26 bool m_DetectFromPlayer; //Can be used action from player?
30
32
34
35 ref ForcedActionData m_ForcedActionData;
36
40
42
44 {
45 m_Active = false;
46 m_Enabled = true;
47 m_ForcedTarget = null;
48 m_ForcedActionData = null;
49
50 m_HasTarget = false;
51
52 m_JustActivate = false;
53 m_DetectFromTarget = false;
54 m_DetectFromItem = true;
55 m_DetectFromPlayer = true;
56
57 m_Priority = 100;
58 }
59
61 {
62 m_Player = player;
63#ifdef ENABLE_LOGGING
65 {
66 Debug.ActionLog("n/a",this.ToString(), "n/a","Init()", player.ToString());
67 }
68#endif
69
70 }
71
72 void SetEnablity(bool value)
73 {
74 m_Enabled = value;
75 }
76
77 protected void SetInput(string input_name)
78 {
80#ifdef ENABLE_LOGGING
82 {
83 if (m_input && m_input.InputP())
84 Debug.ActionLog("(+) input set to " + input_name ,this.ToString(), "n/a","SetInput()", "n/a");
85 else
86 Debug.ActionLog("(-) input is not set to " + input_name ,this.ToString(), "n/a","SetInput()","n/a");
87 }
88#endif
89 }
90
92 {
93 return m_InputType;
94 }
95
97 {
98 return m_input.InputP();
99 }
100
102 {
103 return m_JustActivate;
104 }
105
106 bool IsActive()
107 {
108 return m_Active;
109 }
110
111 bool WasEnded()
112 {
113 return !m_Active;
114 }
115
116 void Update()
117 {
118 if( !m_Enabled )
119 {
120 m_Active = false;
121 m_JustActivate = false;
122 return;
123 }
124
125 switch ( m_InputType )
126 {
127 case ActionInputType.AIT_CONTINUOUS:
128 m_JustActivate = false;
129 if(m_Active)
130 {
131 m_Active = m_input.InputP().LocalHold();
132 }
133 else
134 {
135 m_Active = m_input.InputP().LocalHoldBegin();
137 }
138 break;
139 case ActionInputType.AIT_SINGLE:
140 m_Active = m_input.InputP().LocalClick();
142 break;
143 case ActionInputType.AIT_DOUBLECLICK:
144 m_Active = m_input.InputP().LocalDoubleClick();
146 break;
147 break;
148 case ActionInputType.AIT_HOLDSINGLE:
149 m_Active = m_input.InputP().LocalHoldBegin();
151 break;
152 break;
153 case ActionInputType.AIT_CLICKCONTINUOUS:
154 m_JustActivate = false;
155 if(m_Active)
156 {
157 if ( m_input.InputP().LocalClick() )
158 {
159 m_Active = false;
160 }
161 }
162 else
163 {
164 m_Active = m_input.InputP().LocalClick();
166 }
167 break;
168 break;
169 default:
170 break;
171 }
172 }
173
174 void Reset()
175 {
176 m_Active = false;
178 }
179
180 void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
181 {
182 }
183
185 {
186 return NULL;
187 }
188
190 {
191 return m_Target;
192 }
193
195 {
196 return m_MainItem;
197 }
198
200 {
201 return NULL;
202 }
203
205 {
206 return NULL;
207 }
208
210 {
211 return -1;
212 }
213
215 {
216 return false;
217 }
218
220 {
222 }
223
225 {
226 Reset();
227 }
228
230 {}
231
232 void ForceAction(ActionBase action, ActionTarget target, ItemBase item )
233 {
234 m_ForcedActionData = new ForcedActionData;
235 m_ForcedActionData.m_Action = action;
236 m_ForcedActionData.m_Target = target;
237 m_ForcedActionData.m_Item = item;
238 }
239
241 {
242 m_ForcedTarget = target;
243 }
244
246 {
247 m_ForcedActionData = null;
248 }
249
251 {
252 m_ForcedTarget = NULL;
253 }
254
256 {
258 {
259 if (m_ForcedActionData.m_Action.Can(player, m_ForcedActionData.m_Target, m_ForcedActionData.m_Item))
260 {
262 m_Target = m_ForcedActionData.m_Target;
263 return true;
264 }
265 }
266 return false;
267 }
268
270 {
271 }
272
274 {}
275
277 {
278 return -1;
279 }
280
281 bool HasInput()
282 {
283 return m_input != NULL;
284 }
285
287 {
288 return m_Priority;
289 }
290}
291
293{
296
302
303 override void ForceAction(ActionBase action, ActionTarget target, ItemBase item )
304 {
305 super.ForceAction(action, target, item);
306
308 }
309
310 void _GetSelectedActions( Object action_source_object, out array<ActionBase> select_actions_all, out bool has_any_action_target)
311 {
312 if ( !action_source_object )
313 return;
314
315 array<ActionBase_Basic> possible_actions;
316 array<ref ActionBase> variant_actions;
317 action_source_object.GetActions(this.Type(), possible_actions);
318 ActionBase action;
319
320 if(possible_actions)
321 {
322 for (int i = 0; i < possible_actions.Count(); i++)
323 {
324 action = ActionBase.Cast(possible_actions.Get(i));
325
326 if ( action.HasVariants() )
327 {
328 action.UpdateVariants( m_MainItem, m_Target.GetObject(), m_Target.GetComponentIndex() );
329 action.GetVariants( variant_actions);
330 for (int j = 0; j < variant_actions.Count(); j++)
331 {
332 action = variant_actions[j];
333 if ( action.Can(m_Player, m_Target, m_MainItem, m_ConditionMask) )
334 {
335 select_actions_all.Insert(action);
336 if (action.HasTarget())
337 has_any_action_target = true;
338 }
339 }
340 }
341 else
342 {
343 if ( action.Can(m_Player, m_Target, m_MainItem, m_ConditionMask) )
344 {
345 select_actions_all.Insert(action);
346 if (action.HasTarget())
347 has_any_action_target = true;
348 }
349 }
350 }
351 }
352 }
353
354 override void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
355 {
356 if (ForceActionCheck(player))
357 {
358 m_SelectActions.Clear();
359 m_SelectActions.Insert(m_ForcedActionData.m_Action);
360 return;
361 }
362
363 if (m_ForcedTarget)
364 {
365 target = m_ForcedTarget;
366 }
367
368 array<ActionBase> select_actions_all = new array<ActionBase>;
369 int last_index;
370 bool change = false;
371 m_HasTarget = false;
372
373 m_MainItem = item;
374 m_Target = target;
375 m_ConditionMask = action_condition_mask;
376
377 if (m_DetectFromItem)
378 {
379 _GetSelectedActions( item, select_actions_all, m_HasTarget);
380 }
381
382 if (m_DetectFromTarget)
383 {
384 _GetSelectedActions( target.GetObject(), select_actions_all, m_HasTarget);
385 _GetSelectedActions( target.GetParent(), select_actions_all, m_HasTarget);
386 }
387
388 if (m_DetectFromPlayer)
389 {
390 _GetSelectedActions( player, select_actions_all, m_HasTarget);
391 }
392
393 SortActions(select_actions_all);
394
395 if (select_actions_all.Count() > 0)
396 {
397 last_index = 0;
398 foreach (ActionBase action : select_actions_all)
399 {
400 if (m_HasTarget)
401 {
402 if (action.HasTarget())
403 {
404 if (m_SelectActions.Count() > last_index)
405 {
406 if (m_SelectActions[last_index] != action)
407 {
408 change = true;
409 m_SelectActions[last_index] = action;
410 }
411 }
412 else
413 {
414 change = true;
415 m_SelectActions.Insert(action);
416 }
417 action.OnActionInfoUpdate(player, target, item);
418 last_index++;
419 }
420 }
421 else
422 {
423 if (m_SelectActions.Count() > last_index)
424 {
425 if (m_SelectActions[last_index] != action)
426 {
427 change = true;
428 m_SelectActions[last_index++] = action;
429 }
430 }
431 else
432 {
433 change = true;
434 m_SelectActions.Insert(action);
435 }
436 action.OnActionInfoUpdate(player, target, item);
437 last_index++;
438 }
439 }
440 }
441 else
442 {
443 change = true;
445 m_SelectActions.Clear();
446 }
447
448 if (m_SelectActions.Count() > last_index)
449 {
450 change = true;
451 for (int i = last_index; i < m_SelectActions.Count(); ++i)
452 {
453 m_SelectActions.Remove(last_index);
454 }
455 }
456
457 if (change)
458 {
460 m_Player.GetActionManager().SelectFirstActionCategory();
461 }
462 }
463
465 protected void SortActions(array<ActionBase> allActions)
466 {
468 foreach (ActionBase action : allActions)
469 {
470 if (m_HasTarget && action.HasTarget() /*&& action.IsTargetInfoAction()*/ && !action.CanBeStarted()) //non-startable actions last
471 {
472 tmp.Insert(action);
473 }
474 }
475
476 if (tmp.Count() > 0)
477 {
478 foreach (ActionBase action2 : tmp)
479 {
480 allActions.RemoveItem(action2);
481 }
482 allActions.InsertAll(tmp);
483 }
484 }
485
487 {
488 return m_SelectActions;
489 }
490
492 {
493 return m_SelectActions.Count();
494 }
495
496 override bool HasTarget()
497 {
498 return m_HasTarget;
499 }
500
502 {
504 }
505
507 {
508 if (m_SelectActions.Count() > 0)
510 return null;
511 }
512
513 override void ActionsSelectReset()
514 {
515 m_SelectActions.Clear();
517 }
518
519 override void SelectNextAction()
520 {
521 if(m_SelectActions.Count())
522 {
525 {
527 }
528 }
529 }
530
531 override void SelectPrevAction()
532 {
533 if(m_SelectActions.Count())
534 {
536 if(0 > m_selectedActionIndex )
537 {
539 }
540 }
541 }
542
543}
544
546{
548 {
549 SetInput("UAAction");
550 m_Priority = 60;
551 m_InputType = ActionInputType.AIT_CONTINUOUS;
552 m_DetectFromTarget = true;
553 m_DetectFromItem = false;
554 m_DetectFromPlayer = true;
555 }
556};
557
559{
561 {
562 m_InputType = ActionInputType.AIT_SINGLE;
563 m_Priority = 80;
564 }
565
566 override void OnActionStart()
567 {
568 super.OnActionStart();
569 m_Active = false;
570 }
571
572 override bool WasEnded()
573 {
574 return false;
575 }
576};
577
579{
581 {
582 m_DetectFromTarget = false;
583 }
584
585 override void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
586 {
587 m_MainItem = item;
588 m_Target = target;
589 m_ConditionMask = action_condition_mask;
590 }
591
593 {
595 return m_ForcedActionData.m_Action;
596
597 if(m_MainItem)
598 {
599 array<ActionBase_Basic> possible_actions;
600 ActionBase action;
601
602 m_MainItem.GetActions(this.Type(), possible_actions);
603 if(possible_actions)
604 {
605 for (int i = 0; i < possible_actions.Count(); i++)
606 {
607 action = ActionBase.Cast(possible_actions.Get(i));
608 if ( action.Can(m_Player, m_Target, m_MainItem, m_ConditionMask) )
609 {
610 return action;
611 }
612 }
613 }
614
615 }
616 return NULL;
617 }
618
620 {
621 return GetAction();
622 }
623}
624
625
626
628{
629 protected ActionBase m_SelectAction; //Do nothing only for back compatibilit, relevant only for inherited class
631 {
632 SetInput("UADefaultAction");
633 m_InputType = ActionInputType.AIT_CONTINUOUS;
634 m_Priority = 20;
635 m_DetectFromTarget = false;
636 m_DetectFromItem = true;
637 m_DetectFromPlayer = true;
638
639 m_SelectAction = null;
640 }
641
643 {
644 return m_SelectAction;
645 }
646
647 override void ActionsSelectReset()
648 {
649 super.ActionsSelectReset();
650 m_SelectAction = NULL;
651 }
652};
653
655{
657 {
658 m_InputType = ActionInputType.AIT_SINGLE;
659 m_Priority = 40;
660 }
661
662 override void OnActionStart()
663 {
664 super.OnActionStart();
665 m_Active = false;
666 }
667
668 override bool WasEnded()
669 {
670 return false;
671 }
672};
673
675{
677 {
678 SetInput("UADropitem");
679 m_InputType = ActionInputType.AIT_HOLDSINGLE;
680 }
681};
682
684{
686
688 {
689 SetInput("UACarHorn");
690 m_InputType = ActionInputType.AIT_SINGLE;
691 m_Priority = 100;
692 m_DetectFromItem = false;
693 m_DetectFromTarget = false;
694 m_DetectFromPlayer = false;
695 }
696
697 override void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
698 {
699 if (ForceActionCheck(player))
700 {
701 m_SelectAction = m_ForcedActionData.m_Action;
702 return;
703 }
704
705 m_SelectAction = null;
706 array<ActionBase_Basic> possibleActions;
707 ActionBase action;
708 int i;
709
710 m_MainItem = null;
711 if (player && player.IsInVehicle())
712 {
713 HumanCommandVehicle vehCommand = player.GetCommand_Vehicle();
714 if (vehCommand)
715 {
716 Transport trans = vehCommand.GetTransport();
717 if (trans)
718 {
719 targetNew = new ActionTarget(trans, null, -1, vector.Zero, -1);
720 ForceActionTarget(targetNew);
721 }
722 }
723
724 if (!targetNew)
725 {
726 ClearForcedTarget();
727 }
728 }
729
730 target = m_ForcedTarget;
731 m_Target = m_ForcedTarget;
732
733 if (target && target.GetObject())
734 {
735 target.GetObject().GetActions(this.Type(), possibleActions);
736 if (possibleActions)
737 {
738 for (i = 0; i < possibleActions.Count(); i++)
739 {
740 action = ActionBase.Cast(possibleActions.Get(i));
741 if (action.Can(player, target, m_MainItem, action_condition_mask))
742 {
743 m_SelectAction = action;
744 return;
745 }
746 }
747 }
748 }
749 }
750
752 {
753 return m_SelectAction;
754 }
755}
756
758class CarHornShortActionInput : VehicleHornShortActionInput {}
759
761{
762 void VehicleHornLongActionInput(PlayerBase player)
764 SetInput("UACarHorn");
765 m_InputType = ActionInputType.AIT_CONTINUOUS;
766 m_Priority = 101;
767 m_DetectFromItem = false;
768 m_DetectFromTarget = false;
769 m_DetectFromPlayer = false;
770 }
771}
772
775
777{
779
781 {
782 SetInput("UAToggleHeadlight");
783 m_InputType = ActionInputType.AIT_SINGLE;
784 m_Priority = 100;
785 }
786
787 override void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
788 {
789 if( ForceActionCheck(player) )
790 {
791 m_SelectAction = m_ForcedActionData.m_Action;
792 return;
793 }
794 //ForceActionTarget(player.m_PlayerLightManager.
795
796 m_SelectAction = NULL;
797 array<ActionBase_Basic> possible_actions;
798 ActionBase action;
799 int i;
800
801 m_MainItem = NULL;
802 if ( player && !player.IsInVehicle() )
803 {
804 Clothing headgear = Clothing.Cast(player.FindAttachmentBySlotName("Headgear"));
805 Clothing eyewear = Clothing.Cast(player.FindAttachmentBySlotName("Eyewear"));
806 //TODO - extend this to allow for a switchable control over all possible light sources (depth 0 or 1 only?)
807
808 if ( headgear && headgear.GetLightSourceItem() )
809 {
810 target_new = new ActionTarget(headgear, null, -1, vector.Zero, -1);
811 ForceActionTarget(target_new);
812 }
813 else if ( eyewear && eyewear.GetLightSourceItem() )
814 {
815 target_new = new ActionTarget(eyewear, null, -1, vector.Zero, -1);
816 ForceActionTarget(target_new);
817 }
818 else
819 ClearForcedTarget();
820 }
821
822 target = m_ForcedTarget;
823 m_Target = m_ForcedTarget;
824
825 if(target && target.GetObject())
826 {
827 target.GetObject().GetActions(this.Type(), possible_actions);
828 if(possible_actions)
829 {
830 for (i = 0; i < possible_actions.Count(); i++)
831 {
832 action = ActionBase.Cast(possible_actions.Get(i));
833 if ( action.Can(player, target, m_MainItem, action_condition_mask) )
834 {
835 m_SelectAction = action;
836 return;
837 }
838 }
839 }
840 }
841 }
842
843 override ActionBase GetAction()
844 {
845 return m_SelectAction;
846 }
847};
848
850{
852
854 {
855 SetInput("UAToggleVehicleLights");
856 m_InputType = ActionInputType.AIT_SINGLE;
857 m_Priority = 100;
858 }
859
860 override void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
861 {
862 if (ForceActionCheck(player))
863 {
864 m_SelectAction = m_ForcedActionData.m_Action;
865 return;
866 }
867
868 m_SelectAction = null;
869 array<ActionBase_Basic> possibleActions;
870
871 m_MainItem = null;
872 if (player && player.IsInVehicle())
873 {
874 HumanCommandVehicle vehCommand = player.GetCommand_Vehicle();
875 if (vehCommand)
876 {
877 Transport trans = vehCommand.GetTransport();
878 if (trans)
879 {
880 targetNew = new ActionTarget(trans, null, -1, vector.Zero, -1);
881 ForceActionTarget(targetNew);
882 }
883 }
884
885 if (!targetNew)
886 ClearForcedTarget();
887 }
888
889 target = m_ForcedTarget;
890 m_Target = m_ForcedTarget;
891
892 if(target && target.GetObject())
893 {
894 target.GetObject().GetActions(this.Type(), possibleActions);
895 int possibleActionsCount = possibleActions.Count();
896 if(possibleActions)
897 {
898 for (int i = 0; i < possibleActionsCount; ++i)
899 {
900 ActionBase action = ActionBase.Cast(possibleActions.Get(i));
901 if (action.Can(player, target, m_MainItem, action_condition_mask))
902 {
903 m_SelectAction = action;
904 return;
905 }
906 }
907 }
908 }
909 }
910
912 {
913 return m_SelectAction;
914 }
915}
916
918{
920
922 {
923 SetInput("UAToggleNVG");
924 m_InputType = ActionInputType.AIT_HOLDSINGLE;
925 m_Priority = 100;
926 }
927
928 override void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
929 {
930 if( ForceActionCheck(player) )
931 {
932 m_SelectAction = m_ForcedActionData.m_Action;
933 return;
934 }
935
936 m_SelectAction = null;
937 array<ActionBase_Basic> possible_actions;
938 ActionBase action;
939 int i;
940
941 m_MainItem = null;
942 if (player)
943 {
944 CachedEquipmentStorageQuery query = new CachedEquipmentStorageQuery();
945
947 query.m_Placement = ECachedEquipmentPlacement.ATTACHMENT;
948 query.m_ParentPlacement = {InventorySlots.HEADGEAR, InventorySlots.EYEWEAR};
949 query.m_MaximumDepth = 2;
950
951 array<Entity> nvgs = player.GetCachedEquipment().GetEntitiesByCategory(query);
952 Object nvgParent = null;
953 foreach (Entity nvg : nvgs)
954 {
955 nvgParent = EntityAI.Cast(nvg).GetHierarchyParent();
956 break;
957 }
958
959 if (nvgParent)
960 {
961 target_new = new ActionTarget(nvgParent, null, -1, vector.Zero, -1);
962 ForceActionTarget(target_new);
963 }
964 else
965 ClearForcedTarget();
966 }
967
968 target = m_ForcedTarget;
969 m_Target = m_ForcedTarget;
970
971 if(target && target.GetObject())
972 {
973 target.GetObject().GetActions(this.Type(), possible_actions);
974 if(possible_actions)
975 {
976 for (i = 0; i < possible_actions.Count(); i++)
977 {
978 action = ActionBase.Cast(possible_actions.Get(i));
979 if ( action.Can(player, target, m_MainItem, action_condition_mask) )
980 {
981 m_SelectAction = action;
982 return;
983 }
984 }
985 }
986 }
987 }
988
989 override ActionBase GetAction()
990 {
991 return m_SelectAction;
992 }
993};
994
1003
1005{
1007 {
1008 SetInput("UAReloadMagazine");
1009 m_InputType = ActionInputType.AIT_SINGLE;
1010 }
1011};
1012
1014{
1016 {
1017 //SetInput("UAReloadMagazine");
1018 m_InputType = ActionInputType.AIT_NOINPUTCONTROL;
1019 }
1020};
1021
1023{
1025 {
1026 //SetInput("UAReloadMagazine");
1027 m_InputType = ActionInputType.AIT_INVENTORYINPUT;
1028 }
1029};
1030
1034
1035
class LogManager EntityAI
int m_ConditionMask
Определения ActionBase.c:68
bool HasTarget()
Определения ActionBase.c:259
void SetInput(ActionInput ai)
Определения ActionBase.c:235
void ActionBase()
Определения ActionBase.c:82
ref ActionTarget m_Target
Определения ActionBase.c:18
void _GetSelectedActions(Object action_source_object, out array< ActionBase > select_actions_all, out bool has_any_action_target)
Определения ActionInput.c:310
void ToggleLightsActionInput(PlayerBase player)
Определения ActionInput.c:780
void ContinuousDefaultActionInput(PlayerBase player)
Определения ActionInput.c:630
int m_selectedActionIndex
Определения ActionInput.c:295
void ToggleNVGActionInput(PlayerBase player)
Определения ActionInput.c:921
enum ActionInputType m_Action
override array< ActionBase > GetPossibleActions()
Определения ActionInput.c:486
void SortActions(array< ActionBase > allActions)
sorts in order: performable -> non-performable (usually info). Extend/override as needed
Определения ActionInput.c:465
override void ForceAction(ActionBase action, ActionTarget target, ItemBase item)
Определения ActionInput.c:303
NoIndicationActionInputBase m_SelectAction
override ActionBase GetPossibleAction()
Определения ActionInput.c:642
void StandardActionInput(PlayerBase player)
Определения ActionInput.c:297
CarHornLongActionInput target_new
override ActionBase GetAction()
Определения ActionInput.c:506
override void ActionsSelectReset()
Определения ActionInput.c:513
ActionInputType
Определения ActionInput.c:2
@ AIT_SINGLE
Определения ActionInput.c:4
@ AIT_CONTINUOUS
Определения ActionInput.c:3
@ AIT_DOUBLECLICK
Определения ActionInput.c:5
@ AIT_INVENTORYINPUT
Определения ActionInput.c:9
@ AIT_HOLDSINGLE
Определения ActionInput.c:6
@ AIT_NOINPUTCONTROL
Определения ActionInput.c:8
@ AIT_CLICKCONTINUOUS
Определения ActionInput.c:7
VehicleHornShortActionInput ContinuousDefaultActionInput VehicleHornLongActionInput(PlayerBase player)
backward compatibility (pre 1.30)
Определения ActionInput.c:762
override int GetPossibleActionsCount()
Определения ActionInput.c:491
override void SelectNextAction()
Определения ActionInput.c:519
override void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
Определения ActionInput.c:354
override void SelectPrevAction()
Определения ActionInput.c:531
override int GetPossibleActionIndex()
Определения ActionInput.c:501
ActionInput m_SelectActions
ItemBase m_Item
Определения ActionInput.c:16
ref ActionTarget m_Target
Определения ActionInput.c:15
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
Определения ActionTargets.c:125
class BaitData m_MainItem
Glasses_Base Clothing
ECachedEquipmentItemCategory
Определения ECachedEquipmentItemCategory.c:2
ECachedEquipmentPlacement
Определения ECachedEquipmentPlacement.c:2
proto string ToString()
class GP5GasMask extends MaskBase ItemBase
DayZPlayer m_Player
Определения Hand_Events.c:42
string Type
Определения JsonDataContaminatedArea.c:11
proto native UAInputAPI GetUApi()
void ClearForcedTarget()
Определения ActionInput.c:250
UAInput GetUAInput()
Определения ActionInput.c:96
void ActionInput()
Определения ActionInput.c:43
bool m_DetectFromItem
Определения ActionInput.c:24
void SetInput(string input_name)
Определения ActionInput.c:77
bool IsActive()
Определения ActionInput.c:106
bool m_DetectFromPlayer
Определения ActionInput.c:26
int GetPossibleActionsCount()
Определения ActionInput.c:276
int m_InputType
Определения ActionInput.c:22
void ActionsSelectReset()
Определения ActionInput.c:229
void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
Определения ActionInput.c:180
void Update()
Определения ActionInput.c:116
void OnActionEnd()
Определения ActionInput.c:224
ref ActionTarget m_ForcedTarget
Определения ActionInput.c:33
void SetEnablity(bool value)
Определения ActionInput.c:72
bool m_JustActivate
Определения ActionInput.c:28
array< ActionBase > GetPossibleActions()
Определения ActionInput.c:199
bool HasTarget()
Определения ActionInput.c:214
void OnActionStart()
Определения ActionInput.c:219
void SelectPrevAction()
Определения ActionInput.c:273
void ForceActionTarget(ActionTarget target)
Определения ActionInput.c:240
ActionBase GetPossibleAction()
Определения ActionInput.c:204
int m_ConditionMask
Определения ActionInput.c:39
bool m_Active
Определения ActionInput.c:41
bool HasInput()
Определения ActionInput.c:281
UAIDWrapper m_input
Определения ActionInput.c:21
void ClearForcedAction()
Определения ActionInput.c:245
void SelectNextAction()
Определения ActionInput.c:269
int GetPossibleActionIndex()
Определения ActionInput.c:209
ActionBase GetAction()
Определения ActionInput.c:184
int GetPriority()
Определения ActionInput.c:286
int m_Priority
Определения ActionInput.c:23
ref ForcedActionData m_ForcedActionData
Определения ActionInput.c:35
bool m_Enabled
Определения ActionInput.c:27
ItemBase m_MainItem
Определения ActionInput.c:38
bool m_DetectFromTarget
Определения ActionInput.c:25
void Init(PlayerBase player, ActionManagerClient am)
Определения ActionInput.c:60
bool WasEnded()
Определения ActionInput.c:111
int GetInputType()
Определения ActionInput.c:91
void ForceAction(ActionBase action, ActionTarget target, ItemBase item)
Определения ActionInput.c:232
ItemBase GetUsedMainItem()
Определения ActionInput.c:194
bool m_HasTarget
Определения ActionInput.c:29
ref ActionTarget m_Target
Определения ActionInput.c:37
bool ForceActionCheck(PlayerBase player)
Определения ActionInput.c:255
ActionTarget GetUsedActionTarget()
Определения ActionInput.c:189
bool JustActivate()
Определения ActionInput.c:101
void Reset()
Определения ActionInput.c:174
PlayerBase m_Player
Определения ActionInput.c:31
Определения ActionInput.c:20
ECachedEquipmentItemCategory m_Category
Определения CachedEquipmentStorageBase.c:5
ref TIntArray m_ParentPlacement
Определения CachedEquipmentStorageBase.c:4
ECachedEquipmentPlacement m_Placement
Определения CachedEquipmentStorageBase.c:6
backward compatibility (pre 1.30)
Определения ActionInput.c:774
override ItemBase GetLightSourceItem()
Определения Headtorch_ColorBase.c:248
void ContinuousInteractActionInput(PlayerBase player)
Определения ActionInput.c:547
void ContinuousWeaponManipulationActionInput(PlayerBase player)
Определения ActionInput.c:997
static void ActionLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Определения 3_Game/DayZ/tools/Debug.c:188
Определения 3_Game/DayZ/tools/Debug.c:2
void DefaultActionInput(PlayerBase player)
Определения ActionInput.c:656
override bool WasEnded()
Определения ActionInput.c:668
override void OnActionStart()
Определения ActionInput.c:662
void DropActionInput(PlayerBase player)
Определения ActionInput.c:676
void ExternalControlledActionInput(PlayerBase player)
Определения ActionInput.c:1015
proto native Transport GetTransport()
Определения human.c:712
void InteractActionInput(PlayerBase player)
Определения ActionInput.c:560
override void OnActionStart()
Определения ActionInput.c:566
override bool WasEnded()
Определения ActionInput.c:572
void InventoryOnlyActionInput(PlayerBase player)
Определения ActionInput.c:1024
static bool IsActionLogEnable()
Определения 3_Game/DayZ/tools/Debug.c:749
void NoIndicationActionInputBase(PlayerBase player)
Определения ActionInput.c:580
override ActionBase GetPossibleAction()
Определения ActionInput.c:619
override void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
Определения ActionInput.c:585
override ActionBase GetAction()
Определения ActionInput.c:592
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
void ToggleVehicleLightsActionInput(PlayerBase player)
Определения ActionInput.c:853
override void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
Определения ActionInput.c:860
ref ActionTarget targetNew
Определения ActionInput.c:851
override ActionBase GetAction()
Определения ActionInput.c:911
Native class for boats - handles physics simulation.
Определения Boat.c:29
Определения UAInput.c:25
proto native UAIDWrapper GetPersistentWrapper()
proto native UAInput GetInputByName(string sInputName)
Определения UAInput.c:34
void VehicleHornShortActionInput(PlayerBase player)
Определения ActionInput.c:687
override void UpdatePossibleActions(PlayerBase player, ActionTarget target, ItemBase item, int action_condition_mask)
Определения ActionInput.c:697
override ActionBase GetAction()
Определения ActionInput.c:751
ref ActionTarget targetNew
Определения ActionInput.c:685
void WeaponManipulationActionInput(PlayerBase player)
Определения ActionInput.c:1006
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
static const vector Zero
Определения EnConvert.c:123
Определения EnConvert.c:119
class LOD Object