DayZ 1.27
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено

◆ OnWeaponActionEnd()

void WeaponManager::OnWeaponActionEnd ( )
inlineprivate

См. определение в файле WeaponManager.c строка 995

996 {
997 if ( !m_InProgress )
998 return;
999
1000 if (!m_ControlAction)
1001 {
1002 if (GetGame().IsServer() && GetGame().IsMultiplayer())
1003 {
1005 {
1007 }
1008 }
1009 else
1010 {
1011 InventoryLocation il = new InventoryLocation();
1012 il.SetHands(m_player,m_player.GetItemInHands());
1013 m_player.GetInventory().ClearInventoryReservationEx(m_player.GetItemInHands(),il);
1014
1016 {
1017 m_player.GetInventory().ClearInventoryReservationEx(m_PendingTargetMagazine, m_TargetInventoryLocation );
1018 }
1019
1021 {
1022 m_player.GetInventory().ClearInventoryReservationEx( m_PendingInventoryLocation.GetItem(), m_PendingInventoryLocation );
1023 }
1024 }
1025 }
1026
1027 m_ControlAction = NULL;
1033 //m_WeaponInHand = NULL;
1034 m_InProgress = false;
1035 m_readyToStart = false;
1036 m_WantContinue = true;
1037
1038 }
proto native bool ClearJuncture(Man player, notnull EntityAI item)
proto native void SetHands(notnull EntityAI parent, EntityAI e)
sets current inventory location type to Hands
PlayerBase m_player
Определения WeaponManager.c:5
bool m_readyToStart
Определения WeaponManager.c:22
ActionBase m_ControlAction
Определения WeaponManager.c:25
bool m_WantContinue
Определения WeaponManager.c:19
int m_PendingWeaponActionAcknowledgmentID
Определения WeaponManager.c:9
bool m_InProgress
Определения WeaponManager.c:17
Magazine m_PendingTargetMagazine
Определения WeaponManager.c:10
ref InventoryLocation m_PendingInventoryLocation
Определения WeaponManager.c:13
ref InventoryLocation m_TargetInventoryLocation
Определения WeaponManager.c:11
int m_PendingWeaponAction
Определения WeaponManager.c:12
proto native CGame GetGame()

Перекрестные ссылки CGame::ClearJuncture(), GetGame(), m_ControlAction, m_InProgress, m_PendingInventoryLocation, m_PendingTargetMagazine, m_PendingWeaponAction, m_PendingWeaponActionAcknowledgmentID, m_player, m_readyToStart, m_TargetInventoryLocation, m_WantContinue и InventoryLocation::SetHands().

Используется в Refresh(), StartPendingAction() и Update().