DayZ 1.27
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено
ActionCheckPulseTarget.c
См. документацию.
8
10{
11 const int TARGET_IRREGULAR_PULSE_BIT = 1 << 31;
12
14 {
16 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_CHECKPULSE;
17 m_FullBody = true;
18 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH;
19 m_SpecialtyWeight = UASoftSkillsWeight.ROUGH_HIGH;
20 m_Text = "#check_pulse_target";
21 }
22
23 static string GetPulseMessage(EPulseType pulse_type, int blood_level)
24 {
25 //builds string table keys:
26
27 //pulse_strong
28 //pulse_decent
29 //pulse_moderate
30 //pulse_weak
31 //pulse_faint
32 //pulse_strong_irregular
33 //pulse_decent_irregular
34 //pulse_moderate_irregular
35 //pulse_weak_irregular
36 //pulse_faint_irregular
37
38 string blood_msg = "strong";
39 string pulse_msg = "";
40
41 if(pulse_type == EPulseType.IRREGULAR)
42 {
43 pulse_msg = "_irregular";
44 }
45 if( blood_level == EStatLevels.HIGH )
46 {
47 blood_msg = "decent";
48 }
49 if( blood_level == EStatLevels.MEDIUM )
50 {
51 blood_msg = "moderate";
52 }
53 if( blood_level == EStatLevels.LOW )
54 {
55 blood_msg = "weak";
56 }
57 if( blood_level == EStatLevels.CRITICAL )
58 {
59 blood_msg = "faint";
60 }
61 //string message = blood_msg + " " + pulse_msg + " pulse";
62 string message = "#"+ "pulse_" + blood_msg + pulse_msg;
63 return message;
64
65 }
66
67 override bool ActionCondition( PlayerBase player, ActionTarget target, ItemBase item )
68 {
69 PlayerBase ntarget = PlayerBase.Cast( target.GetObject() );
70 if( ntarget && ntarget.IsAlive())
71 {
72 return true;
73 }
74 return false;
75 }
76 override typename GetInputType()
77 {
79 }
80
86
87 override void OnFinishProgressServer( ActionData action_data )
88 {
89 PlayerBase target_player = PlayerBase.Cast(action_data.m_Target.GetObject());
90 if (target_player)
91 {
92 PlayerBase player = action_data.m_Player;
93 CachedObjectsParams.PARAM1_INT.param1 = target_player.GetStatLevelBlood();
94 bool pulse_type = target_player.GetPulseType();
95 if (pulse_type == EPulseType.IRREGULAR)
97
98 GetGame().RPCSingleParam( player ,ERPCs.RPC_CHECK_PULSE, CachedObjectsParams.PARAM1_INT, true, player.GetIdentity() );
99 }
100 }
101
102 override void OnFinishProgressClient( ActionData action_data )
103 {
104 PlayerBase ntarget = PlayerBase.Cast( action_data.m_Target.GetObject() );
105
106 if(ntarget)
107 {
108 action_data.m_Player.m_CheckPulseLastTarget = ntarget;
109 }
110 }
111};
ActionBase ActionData
Определения ActionBase.c:30
class ActionTargets ActionTarget
EPulseType
Определения EPulseType.c:2
ERPCs
Определения ERPCs.c:2
EStatLevels
Определения EStatLevels.c:2
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 ActionCheckPulseTarget()
Определения ActionCheckPulseTarget.c:13
override void OnFinishProgressServer(ActionData action_data)
Определения ActionCheckPulseTarget.c:87
override void OnFinishProgressClient(ActionData action_data)
Определения ActionCheckPulseTarget.c:102
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Определения ActionCheckPulseTarget.c:67
override GetInputType()
Определения ActionCheckPulseTarget.c:76
override void CreateConditionComponents()
Определения ActionCheckPulseTarget.c:81
static string GetPulseMessage(EPulseType pulse_type, int blood_level)
Определения ActionCheckPulseTarget.c:23
const int TARGET_IRREGULAR_PULSE_BIT
Определения ActionCheckPulseTarget.c:11
override void CreateActionComponent()
Определения ActionCheckPulseTarget.c:3
void ActionContinuousBase()
Определения ActionContinuousBase.c:124
int m_CommandUID
Определения AnimatedActionBase.c:143
Определения CCINone.c:2
Определения CCTMan.c:2
proto native void RPCSingleParam(Object target, int rpc_type, Param param, bool guaranteed, PlayerIdentity recipient=null)
see CGame.RPC
static ref Param1< int > PARAM1_INT
Определения UtilityClasses.c:11
Определения InventoryItem.c:731
Определения PlayerBaseClient.c:2
const float DEFAULT
Определения ActionConstants.c:112
const float CHECK_PULSE
Определения ActionConstants.c:54
Определения ActionConstants.c:28
DayZPlayerConstants
defined in C++
Определения dayzplayer.c:602
proto native CGame GetGame()