1class TSelectableActionInfoArray
extends array<ref TSelectableActionInfo>
3 bool IsSameAs(TSelectableActionInfoArray other)
5 if (this.
Count() != other.Count())
10 for (
int i = 0; i <
Count(); ++i)
15 if (ai1.param2 != ai2.param2)
20 if (ai1.param3 != ai2.param3)
140 m_Player.SetLookLimits(angleUD.
x, angleUD.
y, -160, 160);
141 m_Player.SetAimLimits(angleUD.
x, angleUD.
y, -180, 180);
151 m_Player.SetLookLimits(-85, 85, -160, 160);
152 m_Player.SetAimLimits(-85, 85, -180, 180);
158 int AcknowledgmentID;
162 pCtx.
Read(AcknowledgmentID);
167 pCtx.
Read(AcknowledgmentID);
249 if (
m_Player.GetWeaponManager().IsRunning() ||
m_Player.GetThrowing().IsThrowingAnimationPlaying() ||
m_Player.GetDayZPlayerInventory().IsProcessing() ||
m_Player.IsItemsToDelete() ||
m_Player.IsRolling())
Param3 TSelectableActionInfo
void RequestInterruptAction()
ItemBase m_SecondaryActionItem
ref ActionData m_CurrentActionData
ActionBase m_SecondaryAction
ActionTarget m_PrimaryActionTarget
bool m_TertiaryActionEnabled
void SelectFirstActionCategory()
void SetActionContext(ActionTarget target, ItemBase item)
bool IsSelectableActionsChanged()
ItemBase GetRunningActionMainitem()
GetSelectedActionCategory()
ActionTarget m_TestedActionTarget
ActionBase GetContinuousAction()
bool m_SelectableActionsHasChanged
void SelectNextActionCategory()
int GetSelectedActionIndex()
ActionTarget m_SecondaryActionTarget
void OnInstantAction(typename user_action_type, Param data=null)
static ActionBase GetActionVariant(typename actionName)
void OnContinuousCancel()
void EnableActions(bool enable)
ActionTarget FindActionTarget()
float GetACProgressWidgetMultiplier()
int m_SelectedActionIndex
void SelectPrevActionCategory()
ActionBase GetSingleUseAction()
bool m_IsRestrictedLookLimits
bool m_SecondaryActionEnabled
bool m_ActionInputWantEnd
TSelectableActionInfoArray GetSelectableActions()
bool ActionPossibilityCheck(int pCurrentCommandID)
ref TSelectableActionInfoArray m_SelectableActions
void EndOrInterruptCurrentAction()
static ref array< ref ActionBase > m_ActionsArray
float GetActionComponentProgress()
ActionReciveData GetReciveData()
void ActionManagerBase(PlayerBase player)
ItemBase m_TestedActionItem
void StartDeliveredAction()
int m_PendingActionAcknowledgmentID
bool m_PrimaryActionEnabled
bool m_ActionWantEndRequest
ItemBase m_PrimaryActionItem
static ref map< typename, ActionBase > m_ActionNameActionMap
ActionBase m_PrimaryAction
class ActionTargets ActionTarget
bool OnInputUserDataProcess(int userDataType, ParamsReadContext ctx)
void OnSyncJuncture(int pJunctureID, ParamsReadContext pCtx)
void SetInput(ActionInput ai)
void CreateConditionComponents()
bool IsFullBody(PlayerBase player)
bool ConstructActions(out array< ref ActionBase > actionsArray, out map< typename, ActionBase > actionNameActionMap)
Vector2 GetCameraUDAngle()
bool IsCameraLockOnPerform()
static const int SJ_ACTION_INTERRUPT
static const int SJ_ACTION_ACK_REJECT
static const int SJ_ACTION_ACK_ACCEPT
static void ActionLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
static bool IsActionLogEnable()
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
proto bool Read(void value_in)
bool IsSameAs(TSelectableActionInfoArray other)
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
DayZPlayerConstants
defined in C++
Serializer ParamsReadContext
proto native CGame GetGame()
static proto string ToString(void var, bool type=false, bool name=false, bool quotes=true)
Return string representation of variable.
proto native int GetRunningAction()
returns -1 when no action is running or RELOAD,MECHANISM, ....