DayZ 1.26
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Класс ActionSplintSelf
+ Граф наследования:ActionSplintSelf:

Закрытые члены

void ActionSplintSelf ()
 
override void CreateConditionComponents ()
 
override bool HasTarget ()
 
override void OnFinishProgressServer (ActionData action_data)
 
override bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
bool IsWearingSplint (PlayerBase player)
 
- 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)

◆ ActionSplintSelf()

void ActionSplintSelf ( )
inlineprivate
12 {
14 m_CommandUID = DayZPlayerConstants.CMD_ACTIONFB_CRAFTING;
15 m_FullBody = true;
16 m_StanceMask = DayZPlayerConstants.STANCEMASK_CROUCH;
18 m_Text = "#apply_splint";
19 }
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 ActionSplintSelf.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
52 {
53 if (player.GetBrokenLegs() != eBrokenLegs.BROKEN_LEGS || IsWearingSplint(player))
54 {
55 return false;
56 }
57 return super.ActionCondition(player, target, item);
58
59 }
eBrokenLegs
Definition EBrokenLegs.c:2
bool IsWearingSplint(PlayerBase player)
Definition ActionSplintSelf.c:61

Перекрестные ссылки IsWearingSplint().

◆ CreateConditionComponents()

override void CreateConditionComponents ( )
inlineprivate
22 {
25 }
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.

◆ HasTarget()

override bool HasTarget ( )
inlineprivate
28 {
29 return false;
30 }

◆ IsWearingSplint()

bool IsWearingSplint ( PlayerBase player)
inlineprivate
62 {
63 if ( player.GetItemOnSlot("Splint_Right") )
64 {
65 return true;
66 }
67 return false;
68 }

Используется в ActionCondition().

◆ OnFinishProgressServer()

override void OnFinishProgressServer ( ActionData action_data)
inlineprivate
33 {
34 action_data.m_MainItem.TransferModifiers(action_data.m_Player);
35 action_data.m_Player.ApplySplint();
36
37 //Double check to not enter splinted state if legs are not broken
38 if (action_data.m_Player.GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
39 {
40 action_data.m_Player.SetBrokenLegs(eBrokenLegs.BROKEN_LEGS_SPLINT);
41
42 ItemBase new_item = ItemBase.Cast(action_data.m_Player.GetInventory().CreateInInventory("Splint_Applied"));
43 if ( new_item )
44 {
45 MiscGameplayFunctions.TransferItemProperties(action_data.m_MainItem,new_item,true,false,true);
46 action_data.m_MainItem.Delete();
47 }
48 }
49 }
Definition InventoryItem.c:731

Объявления и описания членов класса находятся в файле: