DayZ 1.27
DayZ Explorer by KGB
 
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ActionWaterPlant.c
См. документацию.
2{
3 private const float QUANTITY_USED_PER_SEC = 150;
4
5 override void CreateActionComponent()
6 {
8 }
9};
10
12{
14 {
16 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_EMPTY_VESSEL;
17 m_FullBody = true;
18 m_SpecialtyWeight = UASoftSkillsWeight.ROUGH_LOW;
19 m_Text = "#water_plant";
20 m_LockTargetOnUse = false;
21 }
22
28
29 override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
30 {
31 Object targetObject = target.GetObject();
32
33 if ( targetObject != NULL && targetObject.IsInherited(PlantBase) && item != NULL && !item.IsDamageDestroyed() )
34 {
35 PlantBase plant = PlantBase.Cast( targetObject );
36 return plant.NeedsWater() && item.GetQuantity() > 0 && !item.GetIsFrozen();
37 }
38
39 return false;
40 }
41
42 override void OnFinishProgressServer( ActionData action_data )
43 {
44 Object targetObject = action_data.m_Target.GetObject();
45
46 if ( targetObject != NULL && targetObject.IsInherited(PlantBase) )
47 {
48 PlantBase plant = PlantBase.Cast( targetObject );
49 Param1<float> nacdata = Param1<float>.Cast( action_data.m_ActionComponent.GetACData() );
50 float water = nacdata.param1;
51 Slot slot = plant.GetSlot();
52 slot.GiveWater( water );
53 }
54 }
55
56 override void OnFinishProgressClient( ActionData action_data )
57 {
58 Object targetObject = action_data.m_Target.GetObject();
59
60 if ( targetObject != NULL && targetObject.IsInherited(PlantBase) )
61 {
62 PlantBase plant = PlantBase.Cast( targetObject );
63 Param1<float> nacdata = Param1<float>.Cast( action_data.m_ActionComponent.GetACData() );
64 float water = nacdata.param1;
65 Slot slot = plant.GetSlot();
66 slot.GiveWater( water );
67 }
68 }
69};
ActionBase ActionData
Определения ActionBase.c:30
class ActionTargets ActionTarget
void PlantBase()
Определения PlantBase.c:54
float m_SpecialtyWeight
Определения ActionBase.c:77
string m_Text
Определения ActionBase.c:58
ref CCIBase m_ConditionItem
Определения ActionBase.c:64
bool m_LockTargetOnUse
Определения ActionBase.c:60
bool m_FullBody
Определения ActionBase.c:61
ref CCTBase m_ConditionTarget
Определения ActionBase.c:65
ActionData m_ActionData
Определения AnimatedActionBase.c:3
void ActionContinuousBase()
Определения ActionContinuousBase.c:124
void ActionWaterPlant()
Определения ActionWaterPlant.c:13
override void OnFinishProgressServer(ActionData action_data)
Определения ActionWaterPlant.c:42
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Определения ActionWaterPlant.c:29
override void CreateConditionComponents()
Определения ActionWaterPlant.c:23
override void OnFinishProgressClient(ActionData action_data)
Определения ActionWaterPlant.c:56
const float QUANTITY_USED_PER_SEC
Определения ActionWaterPlant.c:3
override void CreateActionComponent()
Определения ActionWaterPlant.c:5
int m_CommandUID
Определения AnimatedActionBase.c:143
Определения CCTNonRuined.c:2
Определения InventoryItem.c:731
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
const float DEFAULT
Определения ActionConstants.c:112
DayZPlayerConstants
defined in C++
Определения dayzplayer.c:602