DayZ 1.26
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Класс ActionRestrainSelf
+ Граф наследования:ActionRestrainSelf:

Закрытые члены

void ActionRestrainSelf ()
 
override int GetStanceMask (PlayerBase player)
 
override void CreateConditionComponents ()
 
override bool HasTarget ()
 
override bool HasAlternativeInterrupt ()
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
override void OnStartServer (ActionData action_data)
 
override void OnFinishProgressServer (ActionData action_data)
 
override void OnFinishProgressClient (ActionData action_data)
 
override void OnEndServer (ActionData action_data)
 
- Закрытые члены унаследованные от ActionContinuousBase
void OnStartAnimationLoopServer (ActionData action_data)
 
void OnStartAnimationLoopClient (ActionData action_data)
 
void OnEndAnimationLoopServer (ActionData action_data)
 
void OnEndAnimationLoopClient (ActionData action_data)
 
void OnFinishProgressServer (ActionData action_data)
 
void OnFinishProgressClient (ActionData action_data)
 

Подробное описание

Конструктор(ы)

◆ ActionRestrainSelf()

void ActionRestrainSelf ( )
inlineprivate
26 {
28 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_RESTRAINSELF;
29 m_FullBody = true;
30 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH;
31 //m_Animation = "INJECTEPIPENS";
33 m_Text = "#restrain_self";
34 }
bool m_FullBody
Definition ActionBase.c:61
string m_Text
Definition ActionBase.c:58
float m_SpecialtyWeight
Definition ActionBase.c:77
int m_StanceMask
Definition ActionBase.c:62
Definition ActionRestrainSelf.c:2
int m_CommandUID
Definition AnimatedActionBase.c:143
m_CallbackClass
Definition AnimatedActionBase.c:145
Definition EntityAI.c:95
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602

Перекрестные ссылки AnimatedActionBase::m_CallbackClass, AnimatedActionBase::m_CommandUID, ActionBase::m_FullBody, ActionBase::m_SpecialtyWeight, ActionBase::m_StanceMask и ActionBase::m_Text.

Методы

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
inlineprivate
61 {
62 if(player.IsRestrained())
63 {
64 return false;
65 }
66
67 return true;
68 }

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
inlineprivate
45 {
48 }
ref CCIBase m_ConditionItem
Definition ActionBase.c:64
ref CCTBase m_ConditionTarget
Definition ActionBase.c:65
Definition CCINonRuined.c:2
Definition CCTSelf.c:2

Перекрестные ссылки ActionBase::m_ConditionItem и ActionBase::m_ConditionTarget.

◆ GetStanceMask()

override int GetStanceMask ( PlayerBase player)
inlineprivate
37 {
38 if ( player.IsPlayerInStance(DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_PRONE))
39 return DayZPlayerConstants.STANCEMASK_CROUCH;
40 else
41 return DayZPlayerConstants.STANCEMASK_ERECT;
42 }

◆ HasAlternativeInterrupt()

override bool HasAlternativeInterrupt ( )
inlineprivate
56 {
57 return true;
58 }

◆ HasTarget()

override bool HasTarget ( )
inlineprivate
51 {
52 return false;
53 }

◆ OnEndServer()

override void OnEndServer ( ActionData action_data)
inlineprivate
95 {
96 super.OnEndServer(action_data);
97
98 action_data.m_Player.SetRestrainStarted(false);
99 }

◆ OnFinishProgressClient()

override void OnFinishProgressClient ( ActionData action_data)
inlineprivate
90 {
91 //action_data.m_Player.RemoveQuickBarEntityShortcut(action_data.m_MainItem);
92 }

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)
inlineprivate
78 {
79 PlayerBase player = PlayerBase.Cast( action_data.m_Player );
81 if (item_in_hands)
82 {
83 //action_data.m_Player.RemoveQuickBarEntityShortcut(item_in_hands);
84 string new_item_name = MiscGameplayFunctions.ObtainRestrainItemTargetClassname(item_in_hands);
86 }
87 }
Definition Building.c:6
Definition PlayerBaseClient.c:2

◆ OnStartServer()

override void OnStartServer ( ActionData action_data)
inlineprivate
71 {
72 super.OnStartServer(action_data);
73
74 action_data.m_Player.SetRestrainStarted(true);
75 }

Объявления и описания членов класса находятся в файле: