DayZ 1.27
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◆ OnFinishProgressServer()

override void ActionStripCarrierVest::OnFinishProgressServer ( ActionData action_data)
inlineprivate

См. определение в файле ActionStripCarrierVest.c строка 42

43 {
44 if ( action_data.m_MainItem && action_data.m_MainItem.GetHierarchyRootPlayer() == action_data.m_Player )
45 {
46 TStringArray results;
47 Class.CastTo(results, new TStringArray);
48 string itemName = action_data.m_MainItem.GetType();
49 EntityAI object;
50 results.Insert("PlateCarrierBlank");
51
52 switch (itemName)
53 {
54 case "PlateCarrierHolster":
55 results.Insert("CarrierHolsterSolo");
56 break
57
58 case "PlateCarrierPouches":
59 results.Insert("CarrierPouches");
60 break
61
62 case "PlateCarrierComplete":
63 results.Insert("CarrierPouches");
64 results.Insert("CarrierHolsterSolo");
65 break
66 }
67
68 for ( int i = 0; i < results.Count(); i++ )
69 {
70 object = EntityAI.Cast( GetGame().CreateObjectEx(results.Get(i), action_data.m_Player.GetPosition(), ECE_PLACE_ON_SURFACE) );
71 object.SetHealth("","",action_data.m_MainItem.GetHealth("",""));
72 }
73 action_data.m_MainItem.Delete();
74 action_data.m_MainItem = NULL;
75 }
76 }
class LogManager EntityAI
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:37
proto native CGame GetGame()
array< string > TStringArray
Определения EnScript.c:685

Перекрестные ссылки ActionData, Class::CastTo(), ECE_PLACE_ON_SURFACE и GetGame().