20 vector ground_position = position;
21 ground_position[1] =
GetGame().
SurfaceY(ground_position[0],ground_position[2]);
25 if (
m_ActionData.m_MainItem.GetInventory().GetCurrentInventoryLocation( source ) )
28 m_ActionData.m_Player.PredictiveTakeToDst(source, destination);
33 if (
m_ActionData.m_MainItem.GetInventory().GetCurrentInventoryLocation( source ) )
36 m_ActionData.m_Player.PredictiveTakeToDst(source, destination);
86 if ( !player.IsPlacingLocal() )
97 if ( super.SetupAction(player, target, item, action_data, extra_data ))
106 super.OnStartServer(action_data);
114 Param1<bool> play =
new Param1<bool>(
false );
122 super.OnEndServer(action_data);
126 if ( action_data.m_MainItem.IsInherited(
TentBase ) )
128 RepackLambda lambda_back_pack =
new RepackLambda(action_data.m_MainItem,
"LargeTentBackPack", action_data.m_Player);
129 action_data.m_Player.ServerReplaceItemElsewhereWithNewInHands(lambda_back_pack);
132 if ( action_data.m_MainItem.IsInherited(
Clothing ) )
135 action_data.m_Player.ServerReplaceItemElsewhereWithNewInHands(lambda_tent);
140 if (
GetGame().IsMultiplayer() )
142 if ( action_data.m_MainItem )
144 action_data.m_Player.ServerTakeEntityToHands( action_data.m_MainItem );
149 if ( action_data.m_MainItem )
151 action_data.m_Player.LocalTakeEntityToHands( action_data.m_MainItem );
159 if ( item.IsHeavyBehaviour() )
163 else if ( item.IsOneHandedBehaviour() )
167 else if ( item.IsTwoHandedBehaviour() )
173 Print(
"Error: check " + item +
" behaviour");
179 if ( action_data.m_Player.GetItemInHands() )
185 Param1<bool> play =
new Param1<bool>(
false );
186 if ( !
GetGame().IsMultiplayer() )
188 if ( action_data.m_Player.GetItemInHands() )
192 if ( action_data.m_Player.GetItemInHands() )
194 play =
new Param1<bool>(
true );
203 Param1<bool> play =
new Param1<bool>(
false );
210 return " re-packed " + action_data.m_Target.GetObject().GetDisplayName() +
" with Hands ";
222 OverrideNewLocation( hands );
class ActionTargets ActionTarget
ref CCIBase m_ConditionItem
ref CCTBase m_ConditionTarget
void ActionContinuousBase()
override string GetAdminLogMessage(ActionData action_data)
override bool SetupAction(PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data=NULL)
override void OnFinishProgressServer(ActionData action_data)
override void OnStartAnimationLoopClient(ActionData action_data)
override void OnStartAnimationLoopServer(ActionData action_data)
override void CreateConditionComponents()
override bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
override void OnStartServer(ActionData action_data)
void SetupAnimation(ItemBase item)
override bool HasTarget()
override bool ActionConditionContinue(ActionData action_data)
override bool HasAlternativeInterrupt()
override void OnEndServer(ActionData action_data)
override void OnEndAnimationLoop(ActionData action_data)
EntityAI m_RepackedEntity
override bool HasProgress()
void DropDuringRepacking()
override void CreateActionComponent()
proto native float SurfaceY(float x, float z)
proto native void RPCSingleParam(Object target, int rpc_type, Param param, bool guaranteed, PlayerIdentity recipient=null)
see CGame.RPC
proto native void SetHands(notnull EntityAI parent, EntityAI e)
sets current inventory location type to Hands
proto native void SetGroundEx(EntityAI e, vector pos, float dir[4])
sets current inventory location type to Ground with transformation mat
Base Param Class with no parameters. Used as general purpose parameter overloaded with Param1 to Para...
EntityAI m_RepackedNewEntity
void RepackLambda(EntityAI old_item, string new_item_type, PlayerBase player)
static proto native float DistanceSq(vector v1, vector v2)
Returns the square distance between tips of two 3D vectors.
DayZPlayerConstants
defined in C++
proto native CGame GetGame()
proto void Print(void var)
Prints content of variable to console/log.
static proto void MatrixToQuat(vector mat[3], out float d[4])
Converts rotation matrix to quaternion.
static proto void YawPitchRollMatrix(vector ang, out vector mat[3])
Creates rotation matrix from angles.