DayZ
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ActionDrinkWellContinuous.c
См. документацию.
1
class
ActionDrinkWellContinuousCB
:
ActionContinuousBaseCB
2
{
3
override
void
CreateActionComponent
()
4
{
5
m_ActionData
.m_ActionComponent =
new
CAContinuousRepeat
(
UATimeSpent
.
DRINK_WELL
);
6
}
7
}
8
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class
ActionDrinkWellContinuous
:
ActionContinuousBase
10
{
11
void
ActionDrinkWellContinuous
()
12
{
13
m_CallbackClass =
ActionDrinkWellContinuousCB
;
14
m_CommandUID
=
DayZPlayerConstants
.CMD_ACTIONFB_DRINKWELL;
15
m_FullBody =
true
;
16
m_StanceMask
=
DayZPlayerConstants
.STANCEMASK_CROUCH;
17
18
m_Text =
"#drink"
;
19
}
20
21
override
bool
IsDrink
()
22
{
23
return
true
;
24
}
25
26
override
typename
GetInputType
()
27
{
28
return
ContinuousInteractActionInput
;
29
}
30
31
override
bool
CanBeUsedInFreelook
()
32
{
33
return
false
;
34
}
35
36
override
void
CreateConditionComponents
()
37
{
38
m_ConditionItem =
new
CCINone
();
39
m_ConditionTarget =
new
CCTCursor
(
UAMaxDistances
.
DEFAULT
);
40
}
41
42
override
bool
ActionCondition
(
PlayerBase
player,
ActionTarget
target,
ItemBase
item)
43
{
44
if
(item && item.IsHeavyBehaviour())
45
return
false
;
46
47
if
(!player.CanEatAndDrink())
48
return
false
;
49
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return
target.GetObject() && (target.GetObject().GetWaterSourceObjectType() ==
EWaterSourceObjectType
.WELL || target.GetObject().IsWell());
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}
52
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override
void
OnStart
(
ActionData
action_data)
54
{
55
super.OnStart(action_data);
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action_data.m_Player.TryHideItemInHands(
true
);
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}
59
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override
void
OnEnd
(
ActionData
action_data)
61
{
62
action_data.m_Player.TryHideItemInHands(
false
);
63
}
64
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override
void
OnFinishProgressServer
(
ActionData
action_data)
66
{
67
Param1<float> nacdata = Param1<float>.Cast(action_data.m_ActionComponent.GetACData());
68
if
(nacdata)
69
{
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PlayerConsumeData
consumeData =
new
PlayerConsumeData
();
71
consumeData.
m_Type
=
EConsumeType
.ENVIRO_WELL;
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consumeData.
m_Amount
=
UAQuantityConsumed
.
DRINK
;
73
consumeData.
m_Source
= null;
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consumeData.
m_Agents
= action_data.m_Player.GetBloodyHandsPenaltyAgents();
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consumeData.
m_LiquidType
=
LIQUID_CLEANWATER
;
76
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action_data.m_Player.Consume(consumeData);
78
}
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}
80
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override
bool
IsLockTargetOnUse
()
82
{
83
return
false
;
84
}
85
}
m_CommandUID
int m_CommandUID
Определения
ActionBase.c:31
m_StanceMask
int m_StanceMask
Определения
ActionBase.c:33
ActionData
ActionBase ActionData
Определения
ActionBase.c:30
ActionDrinkWellContinuous
ActionDrinkWellContinuousCB ActionContinuousBaseCB ActionDrinkWellContinuous()
Определения
ActionDrinkWellContinuous.c:11
ActionTarget
void ActionTarget(Object object, Object parent, int componentIndex, vector cursorHitPos, float utility, string surfaceName="")
Определения
ActionTargets.c:121
EConsumeType
EConsumeType
Определения
EConsumeType.c:2
EWaterSourceObjectType
EWaterSourceObjectType
Определения
EWaterSourceObjectType.c:2
ActionBase::IsDrink
bool IsDrink()
Определения
ActionBase.c:288
ActionBase::IsLockTargetOnUse
bool IsLockTargetOnUse()
Определения
ActionBase.c:99
ActionBase::CanBeUsedInFreelook
bool CanBeUsedInFreelook()
Определения
ActionBase.c:374
ActionBase::OnStart
void OnStart(ActionData action_data)
Определения
ActionBase.c:1296
ActionBase::CreateConditionComponents
void CreateConditionComponents()
Определения
ActionBase.c:230
ActionBaseCB::m_ActionData
ActionData m_ActionData
Определения
AnimatedActionBase.c:3
ActionContinuousBase::GetInputType
override GetInputType()
Определения
ActionContinuousBase.c:179
ActionContinuousBase::OnFinishProgressServer
void OnFinishProgressServer(ActionData action_data)
Определения
ActionContinuousBase.c:283
ActionContinuousBaseCB
Определения
ActionContinuousBase.c:2
ActionContinuousBase
Определения
ActionContinuousBase.c:121
ActionDrinkWellContinuousCB::CreateActionComponent
override void CreateActionComponent()
Определения
ActionDrinkWellContinuous.c:3
ActionDrinkWellContinuousCB
Определения
ActionDrinkWellContinuous.c:2
AnimatedActionBase::ActionCondition
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Определения
AnimatedActionBase.c:240
CAContinuousRepeat
Определения
CAContinuousRepeat.c:2
CCINone
Определения
CCINone.c:2
CCTCursor
Определения
CCTCursor.c:2
ContinuousInteractActionInput
Определения
ActionInput.c:523
ItemBase
Определения
4_World/Entities/Core/Inherited/InventoryItem.c:731
PlayerBase
Определения
PlayerBaseClient.c:2
PlayerConsumeData::m_Type
EConsumeType m_Type
Определения
PlayerConsumeData.c:8
PlayerConsumeData::m_Amount
float m_Amount
Определения
PlayerConsumeData.c:3
PlayerConsumeData::m_LiquidType
int m_LiquidType
Определения
PlayerConsumeData.c:5
PlayerConsumeData::m_Agents
int m_Agents
Определения
PlayerConsumeData.c:4
PlayerConsumeData::m_Source
ItemBase m_Source
Определения
PlayerConsumeData.c:7
PlayerConsumeData
Определения
PlayerConsumeData.c:2
UAMaxDistances::DEFAULT
const float DEFAULT
Определения
ActionConstants.c:112
UAMaxDistances
Определения
ActionConstants.c:110
UAQuantityConsumed::DRINK
const float DRINK
Определения
ActionConstants.c:14
UAQuantityConsumed
Определения
ActionConstants.c:4
UATimeSpent::DRINK_WELL
const float DRINK_WELL
Определения
ActionConstants.c:75
UATimeSpent
Определения
ActionConstants.c:28
DayZPlayerConstants
DayZPlayerConstants
defined in C++
Определения
dayzplayer.c:602
LIQUID_CLEANWATER
const int LIQUID_CLEANWATER
Определения
3_Game/constants.c:554
OnEnd
void OnEnd()
Определения
Sound.c:226
Ishodniki
scripts
4_World
Classes
UserActionsComponent
Actions
Continuous
ActionDrinkWellContinuous.c
Создано системой
1.13.2