Dayz 1.25
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Класс CAContinuousFillBrakes
+ Граф наследования:CAContinuousFillBrakes:

Защищенные члены

void CAContinuousFillBrakes (float quantity_used_per_second, float time_to_progress)
 
override void Setup (ActionData action_data)
 
override int Execute (ActionData action_data)
 
override int Cancel (ActionData action_data)
 
override float GetProgress ()
 
void CalcAndSetQuantity (ActionData action_data)
 

Защищенные данные

float m_ItemQuantity
 
float m_SpentQuantity
 
float m_SpentQuantity_total
 
float m_EmptySpace
 
float m_TimeElpased
 
float m_QuantityUsedPerSecond
 
float m_AdjustedQuantityUsedPerSecond
 
float m_DefaultTimeStep
 
ref Param1< floatm_SpentUnits
 
PlayerBase m_Player
 

Подробное описание

Конструктор(ы)

◆ CAContinuousFillBrakes()

void CAContinuousFillBrakes ( float quantity_used_per_second,
float time_to_progress )
inlineprotected
16 {
19 }
float m_QuantityUsedPerSecond
Definition CAContinuousFillBrakes.c:8
float m_DefaultTimeStep
Definition CAContinuousFillBrakes.c:10
Definition EntityAI.c:95

Перекрестные ссылки m_DefaultTimeStep и m_QuantityUsedPerSecond.

Методы

◆ CalcAndSetQuantity()

void CalcAndSetQuantity ( ActionData action_data)
inlineprotected
121 {
122
124
125 if ( m_SpentUnits )
126 {
129 }
130
131
132 if ( GetGame().IsServer() )
133 {
134 if ( action_data.m_MainItem ) // Item EngineOil gets deleted after full consumption
135 action_data.m_MainItem.AddQuantity( -m_SpentQuantity );
136
137 Car car = Car.Cast(action_data.m_Target.GetObject());
138 car.Fill( CarFluid.BRAKE, (m_SpentQuantity * 0.001) );
139 }
140
141 m_SpentQuantity = 0;
142 }
CarFluid
Type of vehicle's fluid. (native, do not change or extend)
Definition Car.c:19
void SetACData(Param units)
Definition CABase.c:40
float m_SpentQuantity_total
Definition CAContinuousFillBrakes.c:5
float m_SpentQuantity
Definition CAContinuousFillBrakes.c:4
ref Param1< float > m_SpentUnits
Definition CAContinuousFillBrakes.c:11
proto native CGame GetGame()

Перекрестные ссылки GetGame(), m_SpentQuantity, m_SpentQuantity_total, m_SpentUnits и CABase::SetACData().

◆ Cancel()

override int Cancel ( ActionData action_data)
inlineprotected
100 {
101 if ( !action_data.m_Player )
102 {
103 return UA_ERROR;
104 }
105
107 return UA_INTERRUPT;
108 }
void CalcAndSetQuantity()
Definition FireplaceBase.c:2622
const int UA_ERROR
Definition constants.c:455
const int UA_INTERRUPT
Definition constants.c:438

Перекрестные ссылки CalcAndSetQuantity(), UA_ERROR и UA_INTERRUPT.

◆ Execute()

override int Execute ( ActionData action_data)
inlineprotected
57 {
58 Car car = Car.Cast(action_data.m_Target.GetObject());
59
60 if ( !car )
61 return UA_ERROR;
62
63 if ( !action_data.m_Player )
64 {
65 return UA_ERROR;
66 }
67
68 if ( m_ItemQuantity <= 0 )
69 {
70 return UA_FINISHED;
71 }
72 else
73 {
75 {
76 m_AdjustedQuantityUsedPerSecond = action_data.m_Player.GetSoftSkillsManager().SubtractSpecialtyBonus( m_QuantityUsedPerSecond, m_Action.GetSpecialtyWeight(), true);
78 m_TimeElpased += action_data.m_Player.GetDeltaT();
79
81 {
83 m_TimeElpased = 0;
84 //Setup(action_data); //reset data after repeat
85 }
86
87 return UA_PROCESSING;
88 }
89 else
90 {
93 return UA_FINISHED;
94 }
95 }
96 }
ActionBase m_Action
Definition CABase.c:3
void OnCompletePogress(ActionData action_data)
Definition CAContinuousBase.c:8
float m_AdjustedQuantityUsedPerSecond
Definition CAContinuousFillBrakes.c:9
float m_ItemQuantity
Definition CAContinuousFillBrakes.c:3
float m_TimeElpased
Definition CAContinuousFillBrakes.c:7
const int UA_FINISHED
Definition constants.c:436
const int UA_PROCESSING
Definition constants.c:434

Перекрестные ссылки CalcAndSetQuantity(), CABase::m_Action, m_AdjustedQuantityUsedPerSecond, m_DefaultTimeStep, m_ItemQuantity, m_QuantityUsedPerSecond, m_SpentQuantity, m_SpentQuantity_total, m_TimeElpased, CAContinuousBase::OnCompletePogress(), UA_ERROR, UA_FINISHED и UA_PROCESSING.

◆ GetProgress()

override float GetProgress ( )
inlineprotected
112 {
113 if ( m_ItemQuantity <= 0 )
114 return 1;
115
117 }

Перекрестные ссылки m_ItemQuantity и m_SpentQuantity_total.

◆ Setup()

override void Setup ( ActionData action_data)
inlineprotected
23 {
24 m_Player = action_data.m_Player;
25
26 Car car = Car.Cast(action_data.m_Target.GetObject());
27
28 if ( !car )
29 return;
30
31 m_TimeElpased = 0;
33
34 if ( !m_SpentUnits )
35 {
36 m_SpentUnits = new Param1<float>( 0 );
37 }
38 else
39 {
40 m_SpentUnits.param1 = 0;
41 }
42
43 float oilCapacity = car.GetFluidCapacity( CarFluid.BRAKE );
44 float currentOil = car.GetFluidFraction( CarFluid.BRAKE );
46
48 m_ItemQuantity = action_data.m_MainItem.GetQuantity();
49
52
53 }
float m_EmptySpace
Definition CAContinuousFillBrakes.c:6
PlayerBase m_Player
Definition CAContinuousFillBrakes.c:13

Перекрестные ссылки m_EmptySpace, m_ItemQuantity, m_Player, m_SpentQuantity, m_SpentUnits и m_TimeElpased.

Поля

◆ m_AdjustedQuantityUsedPerSecond

float m_AdjustedQuantityUsedPerSecond
protected

Используется в Execute().

◆ m_DefaultTimeStep

float m_DefaultTimeStep
protected

Используется в CAContinuousFillBrakes() и Execute().

◆ m_EmptySpace

float m_EmptySpace
protected

Используется в Setup().

◆ m_ItemQuantity

float m_ItemQuantity
protected

Используется в Execute(), GetProgress() и Setup().

◆ m_Player

PlayerBase m_Player
protected

Используется в Setup().

◆ m_QuantityUsedPerSecond

float m_QuantityUsedPerSecond
protected

Используется в CAContinuousFillBrakes() и Execute().

◆ m_SpentQuantity

float m_SpentQuantity
protected

Используется в CalcAndSetQuantity(), Execute() и Setup().

◆ m_SpentQuantity_total

float m_SpentQuantity_total
protected

Используется в CalcAndSetQuantity(), Execute() и GetProgress().

◆ m_SpentUnits

ref Param1<float> m_SpentUnits
protected

Используется в CalcAndSetQuantity() и Setup().

◆ m_TimeElpased

float m_TimeElpased
protected

Используется в Execute() и Setup().


Объявления и описания членов класса находятся в файле: