DayZ 1.27
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ActionCraftBolts.c
См. документацию.
2{
3 private const float TIME_TO_CRAFT = 3.0;
4
5 override void CreateActionComponent()
6 {
7 m_ActionData.m_ActionComponent = new CAContinuousRepeat(TIME_TO_CRAFT);
8 }
9};
10
12{
13 const ref set<string> CUTTING_TYPES = new set<string>();
14
15 protected bool m_IsKnifeInHands;
17
19 {
20 CUTTING_TYPES.Clear();
21 CUTTING_TYPES.Insert("Sickle");
22 CUTTING_TYPES.Insert("KukriKnife");
23 CUTTING_TYPES.Insert("FangeKnife");
24 CUTTING_TYPES.Insert("KitchenKnife");
25 CUTTING_TYPES.Insert("SteakKnife");
26 CUTTING_TYPES.Insert("StoneKnife");
27 CUTTING_TYPES.Insert("Cleaver");
28 CUTTING_TYPES.Insert("CombatKnife");
29 CUTTING_TYPES.Insert("HuntingKnife");
30 CUTTING_TYPES.Insert("Machete");
31 CUTTING_TYPES.Insert("CrudeMachete");
32 CUTTING_TYPES.Insert("OrientalMachete");
33 CUTTING_TYPES.Insert("WoodAxe");
34 CUTTING_TYPES.Insert("Hatchet");
35 CUTTING_TYPES.Insert("FirefighterAxe");
36 CUTTING_TYPES.Insert("AK_Bayonet");
37 CUTTING_TYPES.Insert("M9A1_Bayonet");
38 CUTTING_TYPES.Insert("SKS_Bayonet");
39 CUTTING_TYPES.Insert("BoneKnife");
40 }
41
43 {
45 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_CRAFTING;
46 m_FullBody = true;
47 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH;
48 m_SpecialtyWeight = UASoftSkillsWeight.ROUGH_HIGH;
49
50 m_Text = "#STR_CraftBolt0";
51
53 }
54
56 {
59 }
60
61 protected bool IsCuttingType(Object item)
62 {
63 return CUTTING_TYPES.Find(item.ClassName()) >= 0;
64 }
65
66 override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
67 {
68 if (IsCuttingType(item))
69 {
70 //knife in hands
71 if (target.GetObject())
72 return (target.GetObject().ClassName() == "WoodenStick");
73 }
74 else if (target.GetObject())
75 {
76 // material in hands
77 return IsCuttingType(target.GetObject());
78 }
79
80 return false;
81 }
82
83 override void OnStartServer(ActionData action_data)
84 {
85 super.OnStartServer(action_data);
86
87 m_IsKnifeInHands = IsCuttingType(action_data.m_MainItem);
88 m_ResultEntity = null;
89 }
90
91 override void OnFinishProgressServer(ActionData action_data)
92 {
93 ItemBase knife;
94 ItemBase material;
95
96 bool added = false;
97
99 {
100 //knife in hands
101 knife = action_data.m_MainItem;
102 material = ItemBase.Cast(action_data.m_Target.GetObject());
103 }
104 else
105 {
106 // material in hands
107 material = action_data.m_MainItem;
108 knife = ItemBase.Cast(action_data.m_Target.GetObject());
109 }
110
111 if (!material || !knife)
112 return;
113
114 if (m_ResultEntity)
115 {
116 if (m_ResultEntity.GetAmmoCount() < m_ResultEntity.GetAmmoMax())
117 {
118 m_ResultEntity.ServerAddAmmoCount(1);
119 added = true;
120 }
121 }
122
123 if (!added)
124 {
125 m_ResultEntity = Ammunition_Base.Cast(action_data.m_Player.SpawnEntityOnGroundRaycastDispersed("Ammo_ImprovisedBolt_1"));
126 m_ResultEntity.SetHealth("", "", material.GetHealth("", ""));
127 m_ResultEntity.ServerSetAmmoCount(1);
128 }
129
130 material.AddQuantity(-1);
131 knife.AddHealth("","",-3);
132 }
133};
ActionBase ActionData
Определения ActionBase.c:30
class ActionTargets ActionTarget
float m_SpecialtyWeight
Определения ActionBase.c:77
int m_StanceMask
Определения ActionBase.c:62
string m_Text
Определения ActionBase.c:58
ref CCIBase m_ConditionItem
Определения ActionBase.c:64
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
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Определения ActionCraftBolts.c:66
void InitCuttingTypes()
Определения ActionCraftBolts.c:18
const ref set< string > CUTTING_TYPES
Определения ActionCraftBolts.c:13
override void OnFinishProgressServer(ActionData action_data)
Определения ActionCraftBolts.c:91
Ammunition_Base m_ResultEntity
Определения ActionCraftBolts.c:16
override void CreateConditionComponents()
Определения ActionCraftBolts.c:55
override void OnStartServer(ActionData action_data)
Определения ActionCraftBolts.c:83
bool IsCuttingType(Object item)
Определения ActionCraftBolts.c:61
bool m_IsKnifeInHands
Определения ActionCraftBolts.c:15
void ActionCraftBolts()
Определения ActionCraftBolts.c:42
override void CreateActionComponent()
Определения ActionCraftBolts.c:5
const float TIME_TO_CRAFT
Определения ActionCraftBolts.c:3
ammo pile base
Определения AmmunitionPiles.c:3
int m_CommandUID
Определения AnimatedActionBase.c:143
Определения CCINonRuined.c:2
Определения CCTNonRuined.c:2
Определения InventoryItem.c:731
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
DayZPlayerConstants
defined in C++
Определения dayzplayer.c:602