◆ FirearmActionDetachMagazine()
◆ ActionCondition()
267 {
269 return false;
270
272 int mi =
wpn.GetCurrentMuzzle();
274 }
shorthand
Definition BoltActionRifle_Base.c:6
◆ ActionConditionContinue()
277 {
278 return true;
279 }
◆ CanBePerformedFromQuickbar()
262 {
263 return true;
264 }
◆ CreateActionData()
◆ CreateConditionComponents()
256 {
258 m_ConditionTarget =
new CCTNone;
259 }
◆ GetInputType()
◆ HandleReciveData()
239 {
241
244
247 }
Definition FirearmActionDetachMagazine.c:137
◆ InventoryReservation()
161 {
164
167
168
170
173 else
174 {
176
177
178
179 }
180
182 return false;
183
185 return false;
186
189 return false;
190
192 return false;
193
198
199 return true;
200 }
FindInventoryLocationType
flags for searching locations in inventory
Definition InventoryLocation.c:17
InventoryLocation.
Definition InventoryLocation.c:29
◆ OnEndServer()
365 {
367
369 }
proto native CGame GetGame()
Перекрестные ссылки GetGame().
◆ OnStageStart()
282 {
284 {
286 return;
287 }
291
293
295 {
296 case 0:
298 break;
299
300 case 1:
302 {
304 break;
305 }
306
309
310 action_data.m_Player.GetHumanInventory().ClearUserReservedLocation(
wpn);
311 if ( ( !
GetGame().IsDedicatedServer() ) && !
mag.GetHierarchyParent() )
312 {
314
317
319 }
320
322 break;
323 default:
325 break;
326 }
327 }
InventoryMode
NOTE: PREDICTIVE is not to be used at all in multiplayer.
Definition Inventory.c:22
void End()
called on surrender end request end
Перекрестные ссылки End() и GetGame().
◆ OnStartServer()
◆ OnUpdate()
330 {
332
335 {
337 {
338 case 0:
340
341 if ( (!
wpn ||
ad.m_Player.GetItemInHands()!=
wpn || !
ad.m_Player.GetWeaponManager().IsRunning()) && !
ad.m_Player.IsJumpInProgress() )
342 {
344 }
345 break;
346 case 1:
347
348
349 break;
350 default:
351 break;
352 }
353 }
354 }
void SetStage(int stage, SequentialActionData action_data)
Definition ActionSequentialBase.c:60
Definition ActionSequentialBase.c:2
Перекрестные ссылки SetStage().
◆ ReadFromContext()
214 {
216 {
218 }
219
221 return false;
222
225
228
230 return false;
231
233 return false;
234
235 return true;
236 }
◆ WriteToContext()
Объявления и описания членов класса находятся в файле: