Dayz 1.25
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Файл ActionBase.c

См. исходные тексты.

Структуры данных

class  ActionData
 

Перечисления

enum  ActionConditionMask {
  ACM_NO_EXEPTION = 0 , ACM_IN_VEHICLE = 1 , ACM_ON_LADDER = 2 , ACM_SWIMMING = 4 ,
  ACM_RESTRAIN = 8 , ACM_RAISED = 16 , ACM_ON_BACK = 32 , ACM_THROWING = 64 ,
  ACM_LEANING = 128 , ACM_BROKEN_LEGS = 256
}
 

Функции

void ActionBase ()
 
bool IsLockTargetOnUse ()
 
void InitConditionMask ()
 
bool SetupAction (PlayerBase player, ActionTarget target, ItemBase item, out ActionData action_data, Param extra_data=NULL)
 
bool Post_SetupAction (ActionData action_data)
 
void ActionCleanup (ActionData action_data)
 
 GetInputType ()
 
void SetInput (ActionInput ai)
 
ActionData CreateActionData ()
 
void CreateConditionComponents ()
 
Object GetDisplayInteractObject (PlayerBase player, ActionTarget target)
 
bool HasTarget ()
 
bool HasProgress ()
 For UI: hiding of progress bar.
 
bool IsLocal ()
 
bool IsInstant ()
 
bool IsUsingProxies ()
 not using plane object - it's using multiple proxies
 
bool RemoveForceTargetAfterUse ()
 
int GetActionCategory ()
 
bool IsEat ()
 
bool IsDrink ()
 
bool IsShaveSelf ()
 
string GetText ()
 
bool CanBePerformedFromQuickbar ()
 
bool CanBePerformedFromInventory ()
 
bool CanBeSetFromInventory ()
 
bool CanBeUsedInRestrain ()
 
bool CanBeUsedInVehicle ()
 
bool CanBeUsedOnBack ()
 
bool CanBeUsedSwimming ()
 
bool CanBeUsedOnLadder ()
 
bool CanBeUsedRaised ()
 
bool CanBeUsedThrowing ()
 
bool CanBeUsedLeaning ()
 
bool CanBeUsedWithBrokenLegs ()
 
bool IsDeploymentAction ()
 Is an action directly related to deployment/advanced placing.
 
bool UseMainItem ()
 
bool MainItemAlwaysInHands ()
 
bool ActionConditionContinue (ActionData action_data)
 
bool ActionCondition (PlayerBase player, ActionTarget target, ItemBase item)
 
void ApplyModifiers (ActionData action_data)
 
int GetRefreshReservationTimerValue ()
 
void WriteToContext (ParamsWriteContext ctx, ActionData action_data)
 
bool ReadFromContext (ParamsReadContext ctx, out ActionReciveData action_recive_data)
 
void HandleReciveData (ActionReciveData action_recive_data, ActionData action_data)
 
int GetStanceMask (PlayerBase player)
 
bool IsFullBody (PlayerBase player)
 
bool HasProneException ()
 
void Start (ActionData action_data)
 
void End (ActionData action_data)
 
void Interrupt (ActionData action_data)
 
void OnEndInput (ActionData action_data)
 
void EndInput (ActionData action_data)
 
void OnEndRequest (ActionData action_data)
 
void EndRequest (ActionData action_data)
 
bool CanReceiveAction (ActionTarget target)
 
static int ComputeConditionMask (PlayerBase player, ActionTarget target, ItemBase item)
 
bool Can (PlayerBase player, ActionTarget target, ItemBase item, int condition_mask)
 
bool Can (PlayerBase player, ActionTarget target, ItemBase item)
 
bool CanContinue (ActionData action_data)
 
bool HasVariants ()
 
int GetVariantsCount ()
 
int GetVariants (out array< ref ActionBase > variants)
 
void SetVariantID (int ID)
 
int GetVariantID ()
 
void UpdateVariants (Object item, Object target, int componet_index)
 
ActionVariantManager GetVariantManager ()
 
bool InventoryReservation (ActionData action_data)
 
void ClearInventoryReservationEx (ActionData action_data)
 
void RefreshReservations (ActionData action_data)
 
bool UseAcknowledgment ()
 
void InformPlayers (PlayerBase player, ActionTarget target, int state)
 DEPRECATED delivers message ids to clients based on given context.
 
void SendMessageToClient (Object reciever, string message)
 
bool IsDamageDestroyed (ActionTarget target)
 
bool IsBuilding (ActionTarget target)
 
bool IsTransport (ActionTarget target)
 
bool IsInReach (PlayerBase player, ActionTarget target, float maxDistance=1.0)
 
SoundOnVehicle PlayActionSound (PlayerBase player)
 
void OnActionInfoUpdate (PlayerBase player, ActionTarget target, ItemBase item)
 
string GetSoundCategory (ActionData action_data)
 
void OnUpdate (ActionData action_data)
 
void OnUpdateClient (ActionData action_data)
 
void OnUpdateServer (ActionData action_data)
 
void OnStart (ActionData action_data)
 
void OnStartClient (ActionData action_data)
 
void OnStartServer (ActionData action_data)
 
void OnEnd (ActionData action_data)
 
void OnEndClient (ActionData action_data)
 
void OnEndServer (ActionData action_data)
 
float GetSpecialtyWeight ()
 
int GetState (ActionData action_data)
 
float GetProgress (ActionData action_data)
 
ActionInput GetInput ()
 
void SetID (int actionId)
 
int GetID ()
 
string GetAdminLogMessage (ActionData action_data)
 

Переменные

enum ActionConditionMask m_MainItem
 
ref ActionTarget m_Target
 
class ActionData m_RefreshReservationTimerValue = 140
 
string m_Sound
 
string m_Text
 
bool m_LockTargetOnUse
 
bool m_FullBody
 
int m_StanceMask
 
ref TStringArray m_Sounds
 
ref CCIBase m_ConditionItem
 
ref CCTBase m_ConditionTarget
 
ActionInput m_Input
 
int m_ActionID
 
int m_VariantID
 
int m_ConditionMask
 
ref ActionVariantManager m_VariantManager
 
ref Param1< stringm_MessageParam
 
float m_SpecialtyWeight
 

Перечисления

◆ ActionConditionMask

Элементы перечислений
ACM_NO_EXEPTION 
ACM_IN_VEHICLE 
ACM_ON_LADDER 
ACM_SWIMMING 
ACM_RESTRAIN 
ACM_RAISED 
ACM_ON_BACK 
ACM_THROWING 
ACM_LEANING 
ACM_BROKEN_LEGS 
2{
6 ACM_SWIMMING = 4,
7 ACM_RESTRAIN = 8,
8 ACM_RAISED = 16,
9 ACM_ON_BACK = 32,
10 ACM_THROWING = 64,
11 ACM_LEANING = 128,
12 ACM_BROKEN_LEGS = 256,
13}
@ ACM_THROWING
Definition ActionBase.c:10
@ ACM_NO_EXEPTION
Definition ActionBase.c:3
@ ACM_ON_LADDER
Definition ActionBase.c:5
@ ACM_SWIMMING
Definition ActionBase.c:6
@ ACM_RAISED
Definition ActionBase.c:8
@ ACM_LEANING
Definition ActionBase.c:11
@ ACM_IN_VEHICLE
Definition ActionBase.c:4
@ ACM_RESTRAIN
Definition ActionBase.c:7
@ ACM_ON_BACK
Definition ActionBase.c:9
@ ACM_BROKEN_LEGS
Definition ActionBase.c:12

Функции

◆ ActionBase()

void ActionBase ( )
protected
74 {
75 // definable
76 m_StanceMask = DayZPlayerConstants.STANCEMASK_ERECT | DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_PRONE;
77 m_FullBody = false;
78 m_Sound = "";
79 m_Text = "default action text";
81 // dont override
83 //m_MessagesParam = new Param2<int,int>(0,0);
85 m_Input = null;
86 m_ActionID = 0;
88 }
int m_ActionID
Definition ActionBase.c:58
bool m_FullBody
Definition ActionBase.c:52
string m_Text
Definition ActionBase.c:49
bool HasTarget()
Definition ActionBase.c:232
string m_Sound
Definition ActionBase.c:48
bool m_LockTargetOnUse
Definition ActionBase.c:51
ActionInput m_Input
Definition ActionBase.c:57
void InitConditionMask()
Definition ActionBase.c:95
int m_StanceMask
Definition ActionBase.c:53
ref Param1< string > m_MessageParam
Definition ActionBase.c:64
ref TStringArray m_Sounds
Definition ActionBase.c:54
Definition EntityAI.c:95
DayZPlayerConstants
defined in C++
Definition dayzplayer.c:602
array< string > TStringArray
Definition EnScript.c:685

Перекрестные ссылки HasTarget(), InitConditionMask(), m_ActionID, m_FullBody, m_Input, m_LockTargetOnUse, m_MessageParam, m_Sound, m_Sounds, m_StanceMask и m_Text.

◆ ActionCleanup()

void ActionCleanup ( ActionData action_data)
protected
201 {}

◆ ActionCondition()

override bool ActionCondition ( PlayerBase player,
ActionTarget target,
ItemBase item )
protected
373 {
374 return true;
375 }

Используется в ActionConditionContinue() и Can().

◆ ActionConditionContinue()

bool ActionConditionContinue ( ActionData action_data)
protected
368 {
369 return ActionCondition(action_data.m_Player,action_data.m_Target,action_data.m_MainItem);
370 }
bool ActionCondition(PlayerBase player, ActionTarget target, ItemBase item)
Definition ActionBase.c:372

Перекрестные ссылки ActionCondition().

Используется в CanContinue().

◆ ApplyModifiers()

void ApplyModifiers ( ActionData action_data)
protected

◆ Can() [1/2]

bool Can ( PlayerBase player,
ActionTarget target,
ItemBase item )
protected
742 {
744
745 return Can( player, target, item, condition_mask);
746 }
static int ComputeConditionMask(PlayerBase player, ActionTarget target, ItemBase item)
Definition ActionBase.c:652
bool Can(PlayerBase player, ActionTarget target, ItemBase item, int condition_mask)
Definition ActionBase.c:703

Перекрестные ссылки Can() и ComputeConditionMask().

◆ Can() [2/2]

bool Can ( PlayerBase player,
ActionTarget target,
ItemBase item,
int condition_mask )
protected
704 {
705 if ( ( (condition_mask & m_ConditionMask) != condition_mask ) || ( !IsFullBody(player) && !player.IsPlayerInStance(GetStanceMask(player)) ) || player.IsRolling() )
706 return false;
707
708 if ( HasTarget() )
709 {
710 if(!FirearmActionBase.Cast(this))
711 {
712 EntityAI entity = EntityAI.Cast(target.GetObject());
713 if ( entity && !target.GetObject().IsMan() )
714 {
715 Man man = entity.GetHierarchyRootPlayer();
716 if ( man && man != player )
717 return false;
718 }
719 }
720
722 return false;
723 }
724
726 return false;
727
729 return false;
730
731 if ( IsFullBody(player) )
732 {
733 int stanceIdx = DayZPlayerUtils.ConvertStanceMaskToStanceIdx(GetStanceMask(player));
734 if (stanceIdx != -1 && !DayZPlayerUtils.PlayerCanChangeStance(player, stanceIdx ))
735 return false;
736 }
737
738 return true;
739 }
int m_ConditionMask
Definition ActionBase.c:60
ref CCIBase m_ConditionItem
Definition ActionBase.c:55
ref CCTBase m_ConditionTarget
Definition ActionBase.c:56
void DayZPlayerUtils()
cannot be instantiated
Definition DayZPlayerUtils.c:461
int GetStanceMask()
Definition PluginDayzPlayerDebug.c:76
bool IsFullBody()
Definition PluginDayzPlayerDebug.c:71
Definition Building.c:6
Definition FirearmActionBase.c:2

Перекрестные ссылки ActionCondition(), DayZPlayerUtils(), GetStanceMask(), HasTarget(), IsFullBody(), m_ConditionItem, m_ConditionMask и m_ConditionTarget.

Используется в Can().

◆ CanBePerformedFromInventory()

bool CanBePerformedFromInventory ( )
protected
297 {
298 return false;
299 }

Используется в CanBeSetFromInventory().

◆ CanBePerformedFromQuickbar()

bool CanBePerformedFromQuickbar ( )
protected
292 {
293 return false;
294 }

◆ CanBeSetFromInventory()

bool CanBeSetFromInventory ( )
protected
302 {
304 }
bool CanBePerformedFromInventory()
Definition ActionBase.c:296

Перекрестные ссылки CanBePerformedFromInventory().

◆ CanBeUsedInRestrain()

bool CanBeUsedInRestrain ( )
protected
307 {
308 return false;
309 }

Используется в InitConditionMask().

◆ CanBeUsedInVehicle()

bool CanBeUsedInVehicle ( )
protected
312 {
313 return false;
314 }

Используется в InitConditionMask().

◆ CanBeUsedLeaning()

bool CanBeUsedLeaning ( )
protected
342 {
343 return true;
344 }

Используется в InitConditionMask().

◆ CanBeUsedOnBack()

bool CanBeUsedOnBack ( )
protected
317 {
318 return false;
319 }

Используется в InitConditionMask().

◆ CanBeUsedOnLadder()

bool CanBeUsedOnLadder ( )
protected
327 {
328 return false;
329 }

Используется в InitConditionMask().

◆ CanBeUsedRaised()

bool CanBeUsedRaised ( )
protected
332 {
333 return false;
334 }

Используется в InitConditionMask().

◆ CanBeUsedSwimming()

bool CanBeUsedSwimming ( )
protected
322 {
323 return false;
324 }

Используется в InitConditionMask().

◆ CanBeUsedThrowing()

bool CanBeUsedThrowing ( )
protected
337 {
338 return false;
339 }

Используется в InitConditionMask().

◆ CanBeUsedWithBrokenLegs()

bool CanBeUsedWithBrokenLegs ( )
protected
347 {
348 return true;
349 }

Используется в InitConditionMask().

◆ CanContinue()

bool CanContinue ( ActionData action_data)
protected
749 {
750 if (!action_data.m_Player.IsPlayerInStance(action_data.m_PossibleStanceMask) || !m_ConditionItem || !m_ConditionItem.CanContinue(action_data.m_Player,action_data.m_MainItem) || !m_ConditionTarget || !m_ConditionTarget.CanContinue(action_data.m_Player,action_data.m_Target))
751 return false;
752
754 }
bool ActionConditionContinue(ActionData action_data)
Definition ActionBase.c:367

Перекрестные ссылки ActionConditionContinue(), m_ConditionItem и m_ConditionTarget.

Используется в AnimatedActionBase::Do().

◆ CanReceiveAction()

◆ ClearInventoryReservationEx()

void ClearInventoryReservationEx ( ActionData action_data)
protected
863 {
864 if (action_data.m_ReservedInventoryLocations)
865 {
867 for ( int i = 0; i < action_data.m_ReservedInventoryLocations.Count(); i++)
868 {
869 il = action_data.m_ReservedInventoryLocations.Get(i);
870 EntityAI entity = il.GetItem();
871 action_data.m_Player.GetInventory().ClearInventoryReservationEx( il.GetItem() , il );
872 }
873
874 action_data.m_ReservedInventoryLocations.Clear();
875 }
876 }
InventoryLocation.
Definition InventoryLocation.c:28

Используется в ActionRemoveSeed::OnExecute(), ActionTakeArrowToHands::OnExecute(), ActionTakeItemToHands::OnExecute(), ActionRepositionPluggedItem::OnExecuteClient(), ActionTakeHybridAttachment::OnExecuteClient(), OnExecuteClient(), ActionAttachOnSelection::OnExecuteClient(), ActionAttachPowerSourceToPanel::OnExecuteClient(), ActionAttachToConstruction::OnExecuteClient(), ActionAttachWithSwitch::OnExecuteClient(), ActionFoldEntityToSlot::OnExecuteClient(), ActionOpen::OnExecuteClient(), ActionUnfoldEntity::OnExecuteClient(), ActionTakeHybridAttachmentToHands::OnExecuteImpl(), ActionRepositionPluggedItem::OnExecuteServer(), ActionTakeHybridAttachment::OnExecuteServer(), ActionTakeItem::OnExecuteServer(), OnExecuteServer(), ActionAttachOnSelection::OnExecuteServer(), ActionAttachToConstruction::OnExecuteServer(), ActionAttachWithSwitch::OnExecuteServer(), ActionFoldEntityToSlot::OnExecuteServer(), ActionOpen::OnExecuteServer(), ActionUnfoldEntity::OnExecuteServer(), OnFinishProgressClient(), OnFinishProgressServer(), ActionDetachFromTarget::Process(), SetupAction(), ActionDropItemSimple::Start(), FirearmActionAttachMagazine::Start(), FirearmActionAttachMagazineQuick::Start(), ValidateSwap() и ValidateSyncMove().

◆ ComputeConditionMask()

static int ComputeConditionMask ( PlayerBase player,
ActionTarget target,
ItemBase item )
staticprotected
653 {
654 int mask = 0;
655 if ( player.GetCommand_Vehicle() )
656 {
657 mask |= ActionConditionMask.ACM_IN_VEHICLE;
658 }
659
660 if ( player.GetCommand_Ladder() )
661 {
662 mask |= ActionConditionMask.ACM_ON_LADDER;
663 }
664
665 if ( player.IsRestrained() )
666 {
667 mask |= ActionConditionMask.ACM_RESTRAIN;
668 }
669
670 if ( player.GetCommand_Swim() )
671 {
672 mask |= ActionConditionMask.ACM_SWIMMING;
673 }
674
675 if ( player.IsRaised() )
676 {
677 mask |= ActionConditionMask.ACM_RAISED;
678 }
679
680 if ( player.GetCommand_Move() && player.GetCommand_Move().IsOnBack() )
681 {
682 mask |= ActionConditionMask.ACM_ON_BACK;
683 }
684
685 if ( player.GetThrowing().IsThrowingModeEnabled())
686 {
687 mask |= ActionConditionMask.ACM_THROWING;
688 }
689
690 if (player.IsLeaning())
691 {
692 mask |= ActionConditionMask.ACM_LEANING;
693 }
694
695 if (player.GetBrokenLegs() == eBrokenLegs.BROKEN_LEGS)
696 {
697 mask |= ActionConditionMask.ACM_BROKEN_LEGS;
698 }
699
700 return mask;
701 }
ActionConditionMask
Definition ActionBase.c:2
eBrokenLegs
Definition EBrokenLegs.c:2

Используется в Can().

◆ CreateActionData()

ActionData CreateActionData ( )
protected
214 {
215 return new ActionData;
216 }
Definition ActionBase.c:21

Используется в SetupAction().

◆ CreateConditionComponents()

void CreateConditionComponents ( )
protected
219 {
222 }
Definition CCIDummy.c:2
Definition CCTDummy.c:2

Перекрестные ссылки m_ConditionItem и m_ConditionTarget.

◆ End()

void End ( ActionData action_data)
protected
598 {
599 if ( action_data.m_Player )
600 {
602
603 if ( GetGame().IsServer() )
604 {
606 }
607 else
608 {
610 }
611
612 action_data.m_Player.GetActionManager().OnActionEnd();
613 }
614 }
void OnEndServer(ActionData action_data)
Definition ActionBase.c:1039
void OnEndClient(ActionData action_data)
Definition ActionBase.c:1036
override void OnEnd()
Definition JumpEvents.c:57
proto native CGame GetGame()

Перекрестные ссылки GetGame(), OnEnd(), OnEndClient() и OnEndServer().

◆ EndInput()

void EndInput ( ActionData action_data)
protected
625 {
626 action_data.m_ReciveEndInput = true;
628 }
void OnEndInput(ActionData action_data)
Definition ActionBase.c:621

Перекрестные ссылки OnEndInput().

◆ EndRequest()

void EndRequest ( ActionData action_data)
protected
634 {
636 }
void OnEndRequest(ActionData action_data)
Definition ActionBase.c:630

Перекрестные ссылки OnEndRequest().

◆ GetActionCategory()

int GetActionCategory ( )
protected
267 {
268 return AC_UNCATEGORIZED;
269 }
const int AC_UNCATEGORIZED
Definition _constants.c:1

Перекрестные ссылки AC_UNCATEGORIZED.

◆ GetAdminLogMessage()

string GetAdminLogMessage ( ActionData action_data)
protected
1082 {
1083 return "";
1084 }

◆ GetDisplayInteractObject()

Object GetDisplayInteractObject ( PlayerBase player,
ActionTarget target )
protected
225 {
226 return null;
227 }

◆ GetID()

int GetID ( )
protected
1077 {
1078 return m_ActionID;
1079 }

Перекрестные ссылки m_ActionID.

◆ GetInput()

◆ GetInputType()

GetInputType ( )
protected
204 {
205 return DefaultActionInput;
206 }
Definition ActionInput.c:631

◆ GetProgress()

float GetProgress ( ActionData action_data)
protected
1062 {
1063 return -1;
1064 }

◆ GetRefreshReservationTimerValue()

int GetRefreshReservationTimerValue ( )
protected
380 {
382 }
class ActionData m_RefreshReservationTimerValue

Перекрестные ссылки m_RefreshReservationTimerValue.

◆ GetSoundCategory()

string GetSoundCategory ( ActionData action_data)
protected
990 {
991 return "";
992 }

Используется в Start().

◆ GetSpecialtyWeight()

float GetSpecialtyWeight ( )
protected
1045 {
1046 if(m_SpecialtyWeight == 0)
1047 {
1048#ifdef DEVELOPER
1049 //Print("UserAction does not use SoftSkills");
1050#endif
1051 }
1052
1053 return m_SpecialtyWeight;
1054 }
float m_SpecialtyWeight
Definition ActionBase.c:68

Перекрестные ссылки m_SpecialtyWeight.

Используется в CreateOrgan(), ActionWaterPlant::OnFinishProgressClient(), ActionSawPlanks::OnFinishProgressServer() и ActionWaterPlant::OnFinishProgressServer().

◆ GetStanceMask()

int GetStanceMask ( PlayerBase player)
protected
540 {
541 if ( HasProneException() )
542 {
543 if ( player.IsPlayerInStance(DayZPlayerConstants.STANCEMASK_RAISEDERECT | DayZPlayerConstants.STANCEMASK_RAISEDCROUCH | DayZPlayerConstants.STANCEMASK_RAISEDPRONE))
544 return -1;
545 else if ( player.IsPlayerInStance(DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT))
546 return DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT;
547 else
548 return DayZPlayerConstants.STANCEMASK_PRONE;
549 }
550 return m_StanceMask;
551 }
bool HasProneException()
Definition ActionBase.c:563

Перекрестные ссылки HasProneException() и m_StanceMask.

◆ GetState()

int GetState ( ActionData action_data)
protected
1057 {
1058 return action_data.m_State;
1059 }

◆ GetText()

string GetText ( )
protected
287 {
288 return m_Text;
289 }

Перекрестные ссылки m_Text.

◆ GetVariantID()

int GetVariantID ( )
protected
783 {
784 return m_VariantID;
785 }
int m_VariantID
Definition ActionBase.c:59

Перекрестные ссылки m_VariantID.

◆ GetVariantManager()

ActionVariantManager GetVariantManager ( )
protected
796 {
797 if ( !m_VariantManager )
799 return m_VariantManager;
800 }
ref ActionVariantManager m_VariantManager
Definition ActionBase.c:61
string Type
Definition JsonDataContaminatedArea.c:11
Definition ActionVariantsManager.c:2

Перекрестные ссылки m_VariantManager и Type.

◆ GetVariants()

int GetVariants ( out array< ref ActionBase > variants)
protected
770 {
772 return m_VariantManager.GetActions(variants);
773
774 return 0;
775 }

Перекрестные ссылки m_VariantManager.

◆ GetVariantsCount()

int GetVariantsCount ( )
protected
762 {
764 return m_VariantManager.GetActionsCount();
765
766 return 0;
767 }

Перекрестные ссылки m_VariantManager.

◆ HandleReciveData()

void HandleReciveData ( ActionReciveData action_recive_data,
ActionData action_data )
protected
518 {
519 action_data.m_MainItem = action_recive_data.m_MainItem;
520
521 if(HasTarget())
522 {
523 if (action_recive_data.m_Target)
524 {
525 action_data.m_Target = action_recive_data.m_Target;
526 }
527 else
528 {
529 Error("Action target not created.");
530 action_data.m_Target = new ActionTarget(NULL, NULL, -1, vector.Zero, 0);
531 }
532 }
533 }
class ActionTargets ActionTarget
Definition EnConvert.c:106
static const vector Zero
Definition EnConvert.c:110
void Error(string err)
Messagebox with error message.
Definition EnDebug.c:90

Перекрестные ссылки ActionTarget, Error(), HasTarget() и vector::Zero.

Используется в SetupAction().

◆ HasProgress()

bool HasProgress ( )
protected

For UI: hiding of progress bar.

239 {
240 return true;
241 }

◆ HasProneException()

bool HasProneException ( )
protected
564 {
565 return false;
566 }

Используется в GetStanceMask() и IsFullBody().

◆ HasTarget()

bool HasTarget ( )
protected

Action is performed on target, not with item itself, when set to true.

  • target will be synced to server
  • UI: floating widget will be displayed at target pos
233 {
234 return true;
235 }

Используется в ActionBase(), Can(), HandleReciveData(), InventoryReservation(), ReadFromContext(), ActionRepairCarChassis::ReadFromContext(), ActionRepairPart::ReadFromContext(), ActionManagerClient::UpdateActionCategoryPriority(), WriteToContext(), ActionRepairCarChassis::WriteToContext() и ActionRepairPart::WriteToContext().

◆ HasVariants()

bool HasVariants ( )
protected
757 {
758 return m_VariantManager != null;
759 }

Перекрестные ссылки m_VariantManager.

◆ InformPlayers()

void InformPlayers ( PlayerBase player,
ActionTarget target,
int state )
protected

DEPRECATED delivers message ids to clients based on given context.

Используется в AnimatedActionBase::Do(), ActionTurnOffWhileOnGround::OnExecuteServer(), ActionTurnOnWhileOnGround::OnExecuteServer(), ActionMeasureBattery::OnExecuteServer() и Start().

◆ InitConditionMask()

void InitConditionMask ( )
protected
96 {
97 m_ConditionMask = ActionConditionMask.ACM_NO_EXEPTION;
99 {
100 m_ConditionMask |= ActionConditionMask.ACM_IN_VEHICLE;
101 }
102
103 if (CanBeUsedOnLadder())
104 {
105 m_ConditionMask |= ActionConditionMask.ACM_ON_LADDER;
106 }
107
108 if (CanBeUsedSwimming())
109 {
110 m_ConditionMask |= ActionConditionMask.ACM_SWIMMING;
111 }
112
114 {
115 m_ConditionMask |= ActionConditionMask.ACM_RESTRAIN;
116 }
117
118 if (CanBeUsedRaised())
119 {
121 }
122
123 if (CanBeUsedOnBack())
124 {
126 }
127
128 if (CanBeUsedThrowing())
129 {
130 m_ConditionMask |= ActionConditionMask.ACM_THROWING;
131 }
132
133 if (CanBeUsedLeaning())
134 {
136 }
137
139 {
140 m_ConditionMask |= ActionConditionMask.ACM_BROKEN_LEGS;
141 }
142 }
bool CanBeUsedWithBrokenLegs()
Definition ActionBase.c:346
bool CanBeUsedRaised()
Definition ActionBase.c:331
bool CanBeUsedThrowing()
Definition ActionBase.c:336
bool CanBeUsedSwimming()
Definition ActionBase.c:321
bool CanBeUsedOnBack()
Definition ActionBase.c:316
bool CanBeUsedInRestrain()
Definition ActionBase.c:306
bool CanBeUsedLeaning()
Definition ActionBase.c:341
bool CanBeUsedInVehicle()
Definition ActionBase.c:311
bool CanBeUsedOnLadder()
Definition ActionBase.c:326

Перекрестные ссылки CanBeUsedInRestrain(), CanBeUsedInVehicle(), CanBeUsedLeaning(), CanBeUsedOnBack(), CanBeUsedOnLadder(), CanBeUsedRaised(), CanBeUsedSwimming(), CanBeUsedThrowing(), CanBeUsedWithBrokenLegs() и m_ConditionMask.

Используется в ActionBase().

◆ Interrupt()

void Interrupt ( ActionData action_data)
protected
617 {
619 }
void End()
called on surrender end request end

Перекрестные ссылки End().

◆ InventoryReservation()

bool InventoryReservation ( ActionData action_data)
protected
805 {
806 if ((IsLocal() || !UseAcknowledgment()) && IsInstant())
807 return true;
808
809 //action_data.m_ReservedInventoryLocations = new array<ref InventoryLocation>;
810 bool success = true;
813
814 // lock target if it has target
815 if (HasTarget())
816 {
818 if ( ItemBase.CastTo(targetItem,action_data.m_Target.GetObject()) )
819 {
821 targetItem.GetInventory().GetCurrentInventoryLocation(targetInventoryLocation);
822 if ( action_data.m_Player.GetInventory().HasInventoryReservation( targetItem, targetInventoryLocation) )
823 {
824 success = false;
825 }
826 else
827 {
828 action_data.m_Player.GetInventory().AddInventoryReservationEx( targetItem, targetInventoryLocation, GameInventory.c_InventoryReservationTimeoutMS);
829 }
830 }
831 }
832
834 handInventoryLocation.SetHands(action_data.m_Player,action_data.m_Player.GetItemInHands());
835
836 if (action_data.m_Player.GetInventory().HasInventoryReservation( action_data.m_Player.GetItemInHands(), handInventoryLocation))
837 {
838 if (HasTarget())
839 {
840 action_data.m_Player.GetInventory().ClearInventoryReservation(targetItem, targetInventoryLocation);
841 }
842
843 success = false;
844 }
845 else
846 {
847 action_data.m_Player.GetInventory().AddInventoryReservationEx( action_data.m_Player.GetItemInHands(), handInventoryLocation, GameInventory.c_InventoryReservationTimeoutMS);
848 }
849
850 if (success)
851 {
853 action_data.m_ReservedInventoryLocations.Insert(targetInventoryLocation);
854
856 action_data.m_ReservedInventoryLocations.Insert(handInventoryLocation);
857 }
858
859 return success;
860 }
bool UseAcknowledgment()
Definition ActionBase.c:893
bool IsLocal()
Definition ActionBase.c:244
bool IsInstant()
Definition ActionBase.c:250
script counterpart to engine's class Inventory
Definition Inventory.c:79
const int c_InventoryReservationTimeoutMS
reservations
Definition Inventory.c:713
Definition InventoryItem.c:731

Перекрестные ссылки GameInventory::c_InventoryReservationTimeoutMS, HasTarget(), IsInstant(), IsLocal() и UseAcknowledgment().

Используется в SetupAction().

◆ IsBuilding()

bool IsBuilding ( ActionTarget target)
protected
919 {
920 return target.GetObject() && target.GetObject().IsBuilding();
921 }

Используется в ActionLockDoors::ActionCondition(), ActionUnlockDoors::ActionCondition(), ActionCloseDoors::ActionCondition() и ActionOpenDoors::ActionCondition().

◆ IsDamageDestroyed()

◆ IsDeploymentAction()

bool IsDeploymentAction ( )
protected

Is an action directly related to deployment/advanced placing.

353 {
354 return false;
355 }

Используется в OnStart().

◆ IsDrink()

bool IsDrink ( )
protected
277 {
278 return false;
279 }

Используется в AnimatedActionBase::End().

◆ IsEat()

bool IsEat ( )
protected
272 {
273 return false;
274 }

Используется в AnimatedActionBase::End().

◆ IsFullBody()

bool IsFullBody ( PlayerBase player)
protected
554 {
555 if ( HasProneException() )
556 {
557 return !( player.IsPlayerInStance(DayZPlayerConstants.STANCEMASK_CROUCH | DayZPlayerConstants.STANCEMASK_ERECT) );
558 }
559 return m_FullBody;
560 }

Перекрестные ссылки HasProneException() и m_FullBody.

◆ IsInReach()

bool IsInReach ( PlayerBase player,
ActionTarget target,
float maxDistance = 1.0 )
protected
929 {
930 Object obj = target.GetObject();
931 if (!obj)
932 return false;
933
936
937 // we're using sq distance in comparison
939
940 // get position of Head bone
942
944 obj.GetActionComponentNameList(target.GetComponentIndex(), componentNames);
945 foreach (string componentName : componentNames)
946 {
947 if (componentName.Contains("doorstwin"))
948 continue;
949
950 modelPos = obj.GetSelectionPositionMS(componentName);
951 worldPos = obj.ModelToWorld(modelPos);
952
953 break;
954 }
955
956 distanceRoot = vector.DistanceSq(worldPos, player.GetPosition());
958
960 }
Definition ObjectTyped.c:2
static proto native float DistanceSq(vector v1, vector v2)
Returns the square distance between tips of two 3D vectors.

Перекрестные ссылки vector::DistanceSq().

Используется в ActionCondition(), ActionLockDoors::ActionCondition(), ActionPushCar::ActionCondition(), ActionUnlockDoors::ActionCondition(), ActionCloseDoors::ActionCondition(), ActionOpenDoors::ActionCondition(), ActionAnimateCarSelection::ActionCondition(), ActionAnimateSeats::ActionCondition(), ActionCarDoorsOutside::ActionCondition(), ActionClapBearTrapWithThisItem::ActionCondition(), ActionCreateIndoorFireplace::ActionCondition(), ActionCreateIndoorOven::ActionCondition(), ActionPlaceFireplaceIndoor::ActionCondition(), ActionPlaceOvenIndoor::ActionCondition() и ActionDestroyPart::DestroyCondition().

◆ IsInstant()

◆ IsLocal()

bool IsLocal ( )
protected

◆ IsLockTargetOnUse()

bool IsLockTargetOnUse ( )
protected
91 {
92 return m_LockTargetOnUse;
93 }

Перекрестные ссылки m_LockTargetOnUse.

◆ IsShaveSelf()

bool IsShaveSelf ( )
protected
282 {
283 return false;
284 }

◆ IsTransport()

bool IsTransport ( ActionTarget target)
protected
924 {
925 return target.GetObject() && target.GetObject().IsTransport();
926 }

Используется в ActionFillBrakes::ActionCondition(), ActionFillFuel::ActionCondition() и ActionFillOil::ActionCondition().

◆ IsUsingProxies()

bool IsUsingProxies ( )
protected

not using plane object - it's using multiple proxies

257 {
258 return false;
259 }

Используется в ReadFromContext() и WriteToContext().

◆ MainItemAlwaysInHands()

bool MainItemAlwaysInHands ( )
protected
363 {
364 return true;
365 }

Используется в SetupAction().

◆ OnActionInfoUpdate()

void OnActionInfoUpdate ( PlayerBase player,
ActionTarget target,
ItemBase item )
protected
985 {
986 }

◆ OnEnd()

void OnEnd ( ActionData action_data)
protected
1032 {
1033
1034 }

◆ OnEndClient()

void OnEndClient ( ActionData action_data)
protected
1037 {}

Используется в End() и AnimatedActionBase::End().

◆ OnEndInput()

void OnEndInput ( ActionData action_data)
protected
622 {}

Используется в EndInput().

◆ OnEndRequest()

void OnEndRequest ( ActionData action_data)
protected
631 {}

Используется в EndRequest().

◆ OnEndServer()

override void OnEndServer ( ActionData action_data)
protected

Original action didn't add any noise to the NoiseSystem

1040 {
1041 }

Используется в End() и AnimatedActionBase::End().

◆ OnStart()

void OnStart ( ActionData action_data)
protected
1018 {
1019 if (action_data.m_Player != NULL && action_data.m_Player.IsPlacingLocal() && !IsDeploymentAction())
1020 action_data.m_Player.PlacingCancelLocal();
1021 }
bool IsDeploymentAction()
Is an action directly related to deployment/advanced placing.
Definition ActionBase.c:352

Перекрестные ссылки IsDeploymentAction().

◆ OnStartClient()

void OnStartClient ( ActionData action_data)
protected
1024 {}

Используется в Start().

◆ OnStartServer()

void OnStartServer ( ActionData action_data)
protected
1027 {
1028
1029 }

Используется в Start().

◆ OnUpdate()

void OnUpdate ( ActionData action_data)
protected
996 {}

◆ OnUpdateClient()

void OnUpdateClient ( ActionData action_data)
protected
999 {
1000 if ( !GetGame().IsDedicatedServer() )
1001 {
1002 if (action_data.m_RefreshReservationTimer > 0)
1003 {
1004 action_data.m_RefreshReservationTimer--;
1005 }
1006 else
1007 {
1008 action_data.m_RefreshReservationTimer = m_RefreshReservationTimerValue;
1010 }
1011 }
1012 }
void RefreshReservations(ActionData action_data)
Definition ActionBase.c:878

Перекрестные ссылки GetGame(), m_RefreshReservationTimerValue и RefreshReservations().

◆ OnUpdateServer()

void OnUpdateServer ( ActionData action_data)
protected
1015 {}

◆ PlayActionSound()

SoundOnVehicle PlayActionSound ( PlayerBase player)
protected
967 {
968 if ( GetGame().IsServer() && player )
969 {
970 if ( m_Sound != "" )
971 {
972 return GetGame().CreateSoundOnObject(player, m_Sound, 6, false);
973 }
974 else if ( m_Sounds && m_Sounds.Count() > 0 )
975 {
976 int rand_num = Math.RandomInt(0, m_Sounds.Count());
977 return GetGame().CreateSoundOnObject(player, m_Sounds.Get(rand_num), 6, false);
978 }
979 }
980
981 return NULL;
982 }
Definition EnMath.c:7
static proto int RandomInt(int min, int max)
Returns a random int number between and min [inclusive] and max [exclusive].

Перекрестные ссылки GetGame(), m_Sound, m_Sounds и Math::RandomInt().

◆ Post_SetupAction()

bool Post_SetupAction ( ActionData action_data)
protected
196 {
197 return true;
198 }

Используется в SetupAction().

◆ ReadFromContext()

bool ReadFromContext ( ParamsReadContext ctx,
out ActionReciveData action_recive_data )
protected

create target object from proxyBoneIdx synced from client

441 {
442 if ( !action_recive_data )
443 {
444 action_recive_data = new ActionReciveData;
445 }
448 int componentIndex = -1;
449 int proxyBoneIdx = -1;
452
453 ref ActionTarget target;
454
455 if ( UseMainItem() )
456 {
457 if ( !ctx.Read(mainItem) )
458 return false;
459 }
460
461 if ( HasTarget() && !IsUsingProxies() )
462 {
463 if ( !ctx.Read(actionTargetObject) )
464 return false;
465
466 if ( !ctx.Read(actionTargetParent))
467 return false;
468
469 if ( !ctx.Read(componentIndex) )
470 return false;
471
472 if ( !ctx.Read(cursorHitPos) )
473 return false;
474
476
477 action_recive_data.m_Target = target;
478 }
479 else if( HasTarget() && IsUsingProxies() )
480 {
481 if ( !ctx.Read(proxyBoneIdx) )
482 return false;
483
484 if ( !ctx.Read(actionTargetParent))
485 return false;
486
487 if ( !ctx.Read(componentIndex) )
488 return false;
489
490 if ( !ctx.Read(cursorHitPos) )
491 return false;
492
494 if ( proxyBoneIdx > -1 )
495 {
497
498 if (entParent)
499 {
500 actionTargetObject = entParent.GetBoneObject(proxyBoneIdx);
501 }
502 }
503 else
504 {
505 return false;
506 }
507
509
510 action_recive_data.m_Target = target;
511 }
512
513 action_recive_data.m_MainItem = mainItem;
514 return true;
515 }
bool IsUsingProxies()
not using plane object - it's using multiple proxies
Definition ActionBase.c:256
bool UseMainItem()
Definition ActionBase.c:357
Definition Camera.c:2

Перекрестные ссылки ActionTarget, HasTarget(), IsUsingProxies(), UseMainItem() и vector::Zero.

◆ RefreshReservations()

void RefreshReservations ( ActionData action_data)
protected
879 {
880 if (action_data.m_ReservedInventoryLocations)
881 {
883 for (int i = 0; i < action_data.m_ReservedInventoryLocations.Count(); i++)
884 {
885 il = action_data.m_ReservedInventoryLocations.Get(i);
886 EntityAI entity = il.GetItem();
887 action_data.m_Player.GetInventory().ExtendInventoryReservationEx(il.GetItem() , il, 10000);
888 }
889 }
890 }

Используется в OnUpdateClient().

◆ RemoveForceTargetAfterUse()

bool RemoveForceTargetAfterUse ( )
protected
262 {
263 return true;
264 }

◆ SendMessageToClient()

void SendMessageToClient ( Object reciever,
string message )
protected
902 {
904 if (GetGame().IsServer() && Class.CastTo(man, reciever) && m_MessageParam && reciever.IsAlive() && message != "")
905 {
906 m_MessageParam.param1 = message;
907 GetGame().RPCSingleParam(man, ERPCs.RPC_USER_ACTION_MESSAGE, m_MessageParam, true, man.GetIdentity());
908 }
909 }
ERPCs
Definition ERPCs.c:2
Super root of all classes in Enforce script.
Definition EnScript.c:11
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.

Перекрестные ссылки Class::CastTo(), GetGame() и m_MessageParam.

Используется в ActionDisinfectPlantBit::OnExecuteServer().

◆ SetID()

void SetID ( int actionId)
protected
1072 {
1074 }

Перекрестные ссылки m_ActionID.

◆ SetInput()

◆ SetupAction()

bool SetupAction ( PlayerBase player,
ActionTarget target,
ItemBase item,
out ActionData action_data,
Param extra_data = NULL )
protected
145 {
147 action_data.m_Action = this;
148 action_data.m_Player = player;
149 action_data.m_Target = target;
150 action_data.m_MainItem = item;
151 action_data.m_PossibleStanceMask = GetStanceMask(player);
152 action_data.m_ReservedInventoryLocations = new array<ref InventoryLocation>;
153 action_data.m_RefreshReservationTimer = m_RefreshReservationTimerValue;
154 action_data.m_WasExecuted = false;
155 action_data.m_WasActionStarted = false;
156 action_data.m_ReciveEndInput = false;
157
158 ActionReciveData action_recive_data = player.GetActionManager().GetReciveData();
159 if ( action_recive_data )
160 {
162
164 {
165 if ( player.GetItemInHands() != action_data.m_MainItem )
166 {
167 return false;
168 }
169 }
170 }
171
173 return false;
174
175 if ( (!GetGame().IsDedicatedServer()) && !IsInstant() )
176 {
178 {
180 return false;
181 }
182
184 {
185 for ( int i = 0; i < action_data.m_ReservedInventoryLocations.Count(); i++)
186 {
187 Debug.ActionLog( InventoryLocation.DumpToStringNullSafe( action_data.m_ReservedInventoryLocations[i] ), action_data.m_Action.ToString() , "n/a", "LockInventoryList", action_data.m_Player.ToString() );
188 }
189 }
190 }
191
192 return true;
193 }
ActionData CreateActionData()
Definition ActionBase.c:213
bool InventoryReservation(ActionData action_data)
Definition ActionBase.c:804
bool MainItemAlwaysInHands()
Definition ActionBase.c:362
void ClearInventoryReservationEx(ActionData action_data)
Definition ActionBase.c:862
void HandleReciveData(ActionReciveData action_recive_data, ActionData action_data)
Definition ActionBase.c:517
bool Post_SetupAction(ActionData action_data)
Definition ActionBase.c:195
Definition Debug.c:14
static void ActionLog(string message=LOG_DEFAULT, string plugin=LOG_DEFAULT, string author=LOG_DEFAULT, string label=LOG_DEFAULT, string entity=LOG_DEFAULT)
Definition Debug.c:148
static string DumpToStringNullSafe(InventoryLocation loc)
Definition InventoryLocation.c:218
Definition Debug.c:735
static bool IsActionLogEnable()
Definition Debug.c:779

Перекрестные ссылки Debug::ActionLog(), ClearInventoryReservationEx(), CreateActionData(), InventoryLocation::DumpToStringNullSafe(), GetGame(), GetStanceMask(), HandleReciveData(), InventoryReservation(), LogManager::IsActionLogEnable(), IsInstant(), m_RefreshReservationTimerValue, MainItemAlwaysInHands(), Post_SetupAction() и UseMainItem().

◆ SetVariantID()

void SetVariantID ( int ID)
protected
778 {
779 m_VariantID = ID;
780 }

Перекрестные ссылки m_VariantID.

◆ Start()

override void Start ( ActionData action_data)
protected
571 {
572 action_data.m_State = UA_START;
573
575 {
576 Debug.ActionLog("Time stamp: " + action_data.m_Player.GetSimulationTimeStamp(), this.ToString() , "n/a", "OnStart", action_data.m_Player.ToString() );
577 }
578
580
581 if ( GetGame().IsServer() )
582 {
584
586 if (soundCat)
587 action_data.m_Player.SetSoundCategoryHash(soundCat.Hash());
588 }
589 else
590 {
592 }
593
595 }
void InformPlayers(PlayerBase player, ActionTarget target, int state)
DEPRECATED delivers message ids to clients based on given context.
string GetSoundCategory(ActionData action_data)
Definition ActionBase.c:989
void OnStartClient(ActionData action_data)
Definition ActionBase.c:1023
void OnStartServer(ActionData action_data)
Definition ActionBase.c:1026
void OnStart(ActionData action_data)
Definition ActionBase.c:1017
const int UA_START
Definition constants.c:439

Перекрестные ссылки Debug::ActionLog(), GetGame(), GetSoundCategory(), InformPlayers(), LogManager::IsActionLogEnable(), OnStart(), OnStartClient(), OnStartServer() и UA_START.

◆ UpdateVariants()

void UpdateVariants ( Object item,
Object target,
int componet_index )
protected
788 {
789 if ( m_VariantManager )
790 {
791 m_VariantManager.UpdateVariants(item, target, componet_index);
792 }
793 }

Перекрестные ссылки m_VariantManager.

◆ UseAcknowledgment()

bool UseAcknowledgment ( )
protected

◆ UseMainItem()

bool UseMainItem ( )
protected
358 {
359 return true;
360 }

Используется в ReadFromContext(), SetupAction() и WriteToContext().

◆ WriteToContext()

void WriteToContext ( ParamsWriteContext ctx,
ActionData action_data )
protected

get proxy bone idx from parent and selection we are looking at ID is used for synchronisation to server where it's translated back to object

385 {
386 int componentIndex = -1;
387 int proxyBoneIdx = -1;
389
391
394
395 if (UseMainItem())
396 {
397 ctx.Write(action_data.m_MainItem);
398 }
399
400 if (HasTarget() && !IsUsingProxies())
401 {
402 // callback data
403 targetObject = action_data.m_Target.GetObject();
404 ctx.Write(targetObject);
405 targetParent = action_data.m_Target.GetParent();
406 ctx.Write(targetParent);
407 componentIndex = action_data.m_Target.GetComponentIndex();
408 ctx.Write(componentIndex);
409 cursorHitPos = action_data.m_Target.GetCursorHitPos();
410 ctx.Write(cursorHitPos);
411 }
412 else if( HasTarget() && IsUsingProxies() )
413 {
416 Entity entParent = Entity.Cast(action_data.m_Target.GetParent());
417 if (entParent)
418 {
419 action_data.m_Target.GetObject().GetActionComponentNameList(action_data.m_Target.GetComponentIndex(), selectionNames);
420 for (int s = 0; s < selectionNames.Count(); s++)
421 {
422 proxyBoneIdx = entParent.GetBoneIndex(selectionNames[s]);
423 if( proxyBoneIdx > -1 )
424 {
425 break;
426 }
427 }
428 }
429
430 ctx.Write(proxyBoneIdx);
431 targetParent = action_data.m_Target.GetParent();
432 ctx.Write(targetParent);
433 componentIndex = action_data.m_Target.GetComponentIndex();
434 ctx.Write(componentIndex);
435 cursorHitPos = action_data.m_Target.GetCursorHitPos();
436 ctx.Write(cursorHitPos);
437 }
438 }

Перекрестные ссылки HasTarget(), IsUsingProxies(), UseMainItem() и vector::Zero.

Переменные

◆ m_ActionID

int m_ActionID
protected

Используется в ActionBase(), GetID() и SetID().

◆ m_ConditionItem

ref CCIBase m_ConditionItem
protected

Используется в Can(), CanContinue(), CreateConditionComponents(), ActionInteractBase::CreateConditionComponents(), ActionBreakLongWoodenStick::CreateConditionComponents(), ActionBuildPart::CreateConditionComponents(), ActionBuryBody::CreateConditionComponents(), ActionConsume::CreateConditionComponents(), ActionCookOnStick::CreateConditionComponents(), ActionCoverHeadSelf::CreateConditionComponents(), ActionCoverHeadTarget::CreateConditionComponents(), ActionCraft::CreateConditionComponents(), ActionCraftBolts::CreateConditionComponents(), ActionCraftBoltsFeather::CreateConditionComponents(), ActionCraftBoneKnife::CreateConditionComponents(), ActionCraftBoneKnifeEnv::CreateConditionComponents(), ActionCraftImprovisedEyePatch::CreateConditionComponents(), ActionCraftImprovisedFaceCover::CreateConditionComponents(), ActionCraftImprovisedFeetCover::CreateConditionComponents(), ActionCraftImprovisedHandsCover::CreateConditionComponents(), ActionCraftImprovisedHeadCover::CreateConditionComponents(), ActionCraftImprovisedLegsCover::CreateConditionComponents(), ActionCraftImprovisedTorsoCover::CreateConditionComponents(), ActionCraftRopeBelt::CreateConditionComponents(), ActionCraftStoneKnifeEnv::CreateConditionComponents(), ActionCreateGreenhouseGardenPlot::CreateConditionComponents(), ActionDestroyCombinationLock::CreateConditionComponents(), ActionDestroyPart::CreateConditionComponents(), ActionDigInStash::CreateConditionComponents(), ActionDigWorms::CreateConditionComponents(), ActionDisinfectPlant::CreateConditionComponents(), ActionDismantleGardenPlot::CreateConditionComponents(), ActionDismantlePart::CreateConditionComponents(), ActionDrainLiquid::CreateConditionComponents(), ActionDrink::CreateConditionComponents(), ActionDrinkThroughContinuous::CreateConditionComponents(), ActionEatBig::CreateConditionComponents(), ActionEmptyBottleBase::CreateConditionComponents(), ActionEmptyMagazine::CreateConditionComponents(), ActionFertilizeSlot::CreateConditionComponents(), ActionFillBottleBase::CreateConditionComponents(), ActionFillGeneratorTank::CreateConditionComponents(), ActionFillObject::CreateConditionComponents(), ActionFishingNew::CreateConditionComponents(), ActionForceDrink::CreateConditionComponents(), ActionForceFeedSmall::CreateConditionComponents(), ActionForceFeedMeat::CreateConditionComponents(), ActionGagSelf::CreateConditionComponents(), ActionGagTarget::CreateConditionComponents(), ActionIgniteFireplaceByAir::CreateConditionComponents(), ActionLoadMagazine::CreateConditionComponents(), ActionLoadMagazineQuick::CreateConditionComponents(), ActionLockAttachment::CreateConditionComponents(), ActionLockDoors::CreateConditionComponents(), ActionLowerFlag::CreateConditionComponents(), ActionMineBush::CreateConditionComponents(), ActionMineBushByHand::CreateConditionComponents(), ActionMineRock::CreateConditionComponents(), ActionMountBarbedWire::CreateConditionComponents(), ActionPackGift::CreateConditionComponents(), ActionPlaceOnGround::CreateConditionComponents(), ActionPourLiquid::CreateConditionComponents(), ActionPushCar::CreateConditionComponents(), ActionRaiseFlag::CreateConditionComponents(), ActionRefuelTorch::CreateConditionComponents(), ActionRepairCarChassis::CreateConditionComponents(), ActionRepairPart::CreateConditionComponents(), ActionRepairShelter::CreateConditionComponents(), ActionRepairTent::CreateConditionComponents(), ActionRepairTentPart::CreateConditionComponents(), ActionRestrainSelf::CreateConditionComponents(), ActionRestrainTarget::CreateConditionComponents(), ActionSawPlanks::CreateConditionComponents(), ActionShave::CreateConditionComponents(), ActionShaveTarget::CreateConditionComponents(), ActionSortAmmoPile::CreateConditionComponents(), ActionStripCarrierVest::CreateConditionComponents(), ActionTransferLiquid::CreateConditionComponents(), ActionUncoverHeadTarget::CreateConditionComponents(), ActionUngagSelf::CreateConditionComponents(), ActionUngagTarget::CreateConditionComponents(), ActionUnlockDoors::CreateConditionComponents(), ActionUnmountBarbedWire::CreateConditionComponents(), ActionUnpackBox::CreateConditionComponents(), ActionUnpackGift::CreateConditionComponents(), ActionUnrestrainSelf::CreateConditionComponents(), ActionUnrestrainTarget::CreateConditionComponents(), ActionUnrestrainTargetHands::CreateConditionComponents(), ActionUpgradeTorchFromGasPump::CreateConditionComponents(), ActionUseRangefinder::CreateConditionComponents(), ActionViewCompass::CreateConditionComponents(), ActionViewOptics::CreateConditionComponents(), ActionWashHandsItemContinuous::CreateConditionComponents(), ActionWaterGardenSlot::CreateConditionComponents(), ActionWaterPlant::CreateConditionComponents(), ActionWorldCraft::CreateConditionComponents(), ActionWringClothes::CreateConditionComponents(), ActionDeployBase::CreateConditionComponents(), ActionDeployHuntingTrap::CreateConditionComponents(), ActionBurnSewSelf::CreateConditionComponents(), ActionBurnSewTarget::CreateConditionComponents(), ActionCheckPulse::CreateConditionComponents(), ActionCheckPulseTarget::CreateConditionComponents(), ActionCollectBloodSelf::CreateConditionComponents(), ActionCollectBloodTarget::CreateConditionComponents(), ActionCollectSampleSelf::CreateConditionComponents(), ActionCollectSampleTarget::CreateConditionComponents(), ActionCPR::CreateConditionComponents(), ActionDefibrilateSelf::CreateConditionComponents(), ActionDefibrilateTarget::CreateConditionComponents(), ActionGiveBloodSelf::CreateConditionComponents(), ActionGiveBloodTarget::CreateConditionComponents(), ActionGiveSalineSelf::CreateConditionComponents(), ActionGiveSalineTarget::CreateConditionComponents(), ActionMeasureTemperatureSelf::CreateConditionComponents(), ActionMeasureTemperatureTarget::CreateConditionComponents(), ActionSplintSelf::CreateConditionComponents(), ActionSplintTarget::CreateConditionComponents(), ActionTestBloodSelf::CreateConditionComponents(), ActionTestBloodTarget::CreateConditionComponents(), ActionCarHornLong::CreateConditionComponents(), ActionFillBrakes::CreateConditionComponents(), ActionFillCoolant::CreateConditionComponents(), ActionFillFuel::CreateConditionComponents(), ActionFillOil::CreateConditionComponents(), ActionBuildShelter::CreateConditionComponents(), ActionCloseDoors::CreateConditionComponents(), ActionCloseFence::CreateConditionComponents(), ActionDetachFromTarget::CreateConditionComponents(), ActionEnterLadder::CreateConditionComponents(), ActionExitLadder::CreateConditionComponents(), ActionGetInTransport::CreateConditionComponents(), ActionHandsPartSwitch::CreateConditionComponents(), ActionHarvestCrops::CreateConditionComponents(), ActionNextCombinationLockDialOnTarget::CreateConditionComponents(), ActionOpenDoors::CreateConditionComponents(), ActionOpenFence::CreateConditionComponents(), ActionDeconstructShelter::CreateConditionComponents(), ActionPickBerry::CreateConditionComponents(), ActionPickupChicken::CreateConditionComponents(), ActionPullBodyFromTransport::CreateConditionComponents(), ActionRemovePlant::CreateConditionComponents(), ActionRemoveSeed::CreateConditionComponents(), ActionRepackTent::CreateConditionComponents(), ActionSetAlarmClock::CreateConditionComponents(), ActionSetKitchenTimer::CreateConditionComponents(), ActionTakeArrow::CreateConditionComponents(), ActionTakeArrowToHands::CreateConditionComponents(), ActionTakeHybridAttachment::CreateConditionComponents(), ActionTakeHybridAttachmentToHands::CreateConditionComponents(), ActionTakeItem::CreateConditionComponents(), ActionTakeItemToHands::CreateConditionComponents(), ActionTakeMaterialToHands::CreateConditionComponents(), ActionToggleTentOpen::CreateConditionComponents(), ActionUseUndergroundLever::CreateConditionComponents(), ActionUseUndergroundPanel::CreateConditionComponents(), ActionInteractLoopBase::CreateConditionComponents(), ActionAnimateCarSelection::CreateConditionComponents(), ActionCarDoors::CreateConditionComponents(), ActionCarDoorsOutside::CreateConditionComponents(), ActionSwitchLights::CreateConditionComponents(), ActionAttachOnProxy::CreateConditionComponents(), ActionAttachOnSelection::CreateConditionComponents(), ActionAttachOnTentProxy::CreateConditionComponents(), ActionAttachPowerSourceToPanel::CreateConditionComponents(), ActionAttachToConstruction::CreateConditionComponents(), ActionAttachWithSwitch::CreateConditionComponents(), ActionBuildPartSwitch::CreateConditionComponents(), ActionClapBearTrapWithThisItem::CreateConditionComponents(), ActionClose::CreateConditionComponents(), ActionConsumeSingle::CreateConditionComponents(), ActionCreateIndoorFireplace::CreateConditionComponents(), ActionCreateIndoorOven::CreateConditionComponents(), ActionDisinfectPlantBit::CreateConditionComponents(), ActionEmptySeedsPack::CreateConditionComponents(), ActionFoldEntityToSlot::CreateConditionComponents(), ActionFoldMap::CreateConditionComponents(), ActionForceABite::CreateConditionComponents(), ActionForceASip::CreateConditionComponents(), ActionHandcuffTarget::CreateConditionComponents(), ActionInsertSparkplug::CreateConditionComponents(), ActionMeasureBattery::CreateConditionComponents(), ActionNextCombinationLockDial::CreateConditionComponents(), ActionOpen::CreateConditionComponents(), ActionSingleUseBase::CreateConditionComponents(), ActionPlaceFireplaceIndoor::CreateConditionComponents(), ActionPlaceFireplaceIntoBarrel::CreateConditionComponents(), ActionPlaceOvenIndoor::CreateConditionComponents(), ActionPlantSeed::CreateConditionComponents(), ActionPlugIn::CreateConditionComponents(), ActionPlugIntoFence::CreateConditionComponents(), ActionPlugTargetIntoThis::CreateConditionComponents(), ActionReadPaper::CreateConditionComponents(), ActionRepairWithToolFromHands::CreateConditionComponents(), ActionTakeABite::CreateConditionComponents(), ActionTakeMaterialToHandsSwitch::CreateConditionComponents(), ActionToggleNVG::CreateConditionComponents(), ActionToggleNVMode::CreateConditionComponents(), ActionTogglePlaceObject::CreateConditionComponents(), ActionTriggerRemotely::CreateConditionComponents(), ActionTurnOffHeadtorch::CreateConditionComponents(), ActionTurnOffHelmetFlashlight::CreateConditionComponents(), ActionTurnOffWeaponFlashlight::CreateConditionComponents(), ActionTurnOffWhileInHands::CreateConditionComponents(), ActionTurnOnHeadtorch::CreateConditionComponents(), ActionTurnOnHelmetFlashlight::CreateConditionComponents(), ActionTurnOnWeaponFlashlight::CreateConditionComponents(), ActionTurnOnWhileInHands::CreateConditionComponents(), ActionUnfoldEntity::CreateConditionComponents(), ActionWashHandsItem::CreateConditionComponents(), ActionWorldCraftCancel::CreateConditionComponents(), ActionWorldCraftSwitch::CreateConditionComponents(), ActionWorldFlagActionSwitch::CreateConditionComponents(), ActionWorldLiquidActionSwitch::CreateConditionComponents(), ActionWritePaper::CreateConditionComponents(), ActionZoomIn::CreateConditionComponents(), ActionZoomOut::CreateConditionComponents(), ActionDisinfectTarget::CreateConditionComponents(), ActionInjectSelf::CreateConditionComponents(), ActionInjectTarget::CreateConditionComponents(), ActionStopEngine::CreateConditionComponents(), ActionSwitchSeats::CreateConditionComponents(), FirearmActionAttachMagazineQuick::CreateConditionComponents(), FirearmActionDetachMagazine_Old::CreateConditionComponents(), FirearmActionDetachMagazine::CreateConditionComponents(), FirearmActionLoadMultiBulletQuick::CreateConditionComponents(), FirearmActionLoadMultiBulletRadial::CreateConditionComponents(), FirearmActionMechanicManipulate::CreateConditionComponents(), FirearmActionUnjam::CreateConditionComponents() и OnActionInfoUpdate().

◆ m_ConditionMask

int m_ConditionMask
protected

◆ m_ConditionTarget

ref CCTBase m_ConditionTarget
protected

Используется в Can(), CanContinue(), CreateConditionComponents(), ActionInteractBase::CreateConditionComponents(), ActionBreakLongWoodenStick::CreateConditionComponents(), ActionBuildPart::CreateConditionComponents(), ActionBuryBody::CreateConditionComponents(), ActionConsume::CreateConditionComponents(), ActionCookOnStick::CreateConditionComponents(), ActionCoverHeadSelf::CreateConditionComponents(), ActionCoverHeadTarget::CreateConditionComponents(), ActionCraft::CreateConditionComponents(), ActionCraftBolts::CreateConditionComponents(), ActionCraftBoltsFeather::CreateConditionComponents(), ActionCraftBoneKnife::CreateConditionComponents(), ActionCraftBoneKnifeEnv::CreateConditionComponents(), ActionCraftImprovisedEyePatch::CreateConditionComponents(), ActionCraftImprovisedFaceCover::CreateConditionComponents(), ActionCraftImprovisedFeetCover::CreateConditionComponents(), ActionCraftImprovisedHandsCover::CreateConditionComponents(), ActionCraftImprovisedHeadCover::CreateConditionComponents(), ActionCraftImprovisedLegsCover::CreateConditionComponents(), ActionCraftImprovisedTorsoCover::CreateConditionComponents(), ActionCraftRopeBelt::CreateConditionComponents(), ActionCraftStoneKnifeEnv::CreateConditionComponents(), ActionCreateGreenhouseGardenPlot::CreateConditionComponents(), ActionDestroyCombinationLock::CreateConditionComponents(), ActionDestroyPart::CreateConditionComponents(), ActionDigInStash::CreateConditionComponents(), ActionDigWorms::CreateConditionComponents(), ActionDisinfectPlant::CreateConditionComponents(), ActionDismantleGardenPlot::CreateConditionComponents(), ActionDismantlePart::CreateConditionComponents(), ActionDrainLiquid::CreateConditionComponents(), ActionDrink::CreateConditionComponents(), ActionDrinkThroughContinuous::CreateConditionComponents(), ActionEatBig::CreateConditionComponents(), ActionEmptyBottleBase::CreateConditionComponents(), ActionEmptyMagazine::CreateConditionComponents(), ActionFertilizeSlot::CreateConditionComponents(), ActionFillBottleBase::CreateConditionComponents(), ActionFillGeneratorTank::CreateConditionComponents(), ActionFillObject::CreateConditionComponents(), ActionFishingNew::CreateConditionComponents(), ActionForceDrink::CreateConditionComponents(), ActionForceFeedSmall::CreateConditionComponents(), ActionForceFeedMeat::CreateConditionComponents(), ActionGagSelf::CreateConditionComponents(), ActionGagTarget::CreateConditionComponents(), ActionIgniteFireplaceByAir::CreateConditionComponents(), ActionLoadMagazine::CreateConditionComponents(), ActionLoadMagazineQuick::CreateConditionComponents(), ActionLockAttachment::CreateConditionComponents(), ActionLockDoors::CreateConditionComponents(), ActionLowerFlag::CreateConditionComponents(), ActionMineBush::CreateConditionComponents(), ActionMineBushByHand::CreateConditionComponents(), ActionMineRock::CreateConditionComponents(), ActionMountBarbedWire::CreateConditionComponents(), ActionPackGift::CreateConditionComponents(), ActionPlaceOnGround::CreateConditionComponents(), ActionPourLiquid::CreateConditionComponents(), ActionPushCar::CreateConditionComponents(), ActionRaiseFlag::CreateConditionComponents(), ActionRefuelTorch::CreateConditionComponents(), ActionRepairCarChassis::CreateConditionComponents(), ActionRepairPart::CreateConditionComponents(), ActionRepairShelter::CreateConditionComponents(), ActionRepairTent::CreateConditionComponents(), ActionRepairTentPart::CreateConditionComponents(), ActionRestrainSelf::CreateConditionComponents(), ActionRestrainTarget::CreateConditionComponents(), ActionSawPlanks::CreateConditionComponents(), ActionShave::CreateConditionComponents(), ActionShaveTarget::CreateConditionComponents(), ActionSortAmmoPile::CreateConditionComponents(), ActionStripCarrierVest::CreateConditionComponents(), ActionTransferLiquid::CreateConditionComponents(), ActionUncoverHeadTarget::CreateConditionComponents(), ActionUngagSelf::CreateConditionComponents(), ActionUngagTarget::CreateConditionComponents(), ActionUnlockDoors::CreateConditionComponents(), ActionUnmountBarbedWire::CreateConditionComponents(), ActionUnpackBox::CreateConditionComponents(), ActionUnpackGift::CreateConditionComponents(), ActionUnrestrainSelf::CreateConditionComponents(), ActionUnrestrainTarget::CreateConditionComponents(), ActionUnrestrainTargetHands::CreateConditionComponents(), ActionUpgradeTorchFromGasPump::CreateConditionComponents(), ActionUseRangefinder::CreateConditionComponents(), ActionViewCompass::CreateConditionComponents(), ActionViewOptics::CreateConditionComponents(), ActionWashHandsItemContinuous::CreateConditionComponents(), ActionWaterGardenSlot::CreateConditionComponents(), ActionWaterPlant::CreateConditionComponents(), ActionWorldCraft::CreateConditionComponents(), ActionWringClothes::CreateConditionComponents(), ActionDeployBase::CreateConditionComponents(), ActionDeployHuntingTrap::CreateConditionComponents(), ActionBurnSewSelf::CreateConditionComponents(), ActionBurnSewTarget::CreateConditionComponents(), ActionCheckPulse::CreateConditionComponents(), ActionCheckPulseTarget::CreateConditionComponents(), ActionCollectBloodSelf::CreateConditionComponents(), ActionCollectBloodTarget::CreateConditionComponents(), ActionCollectSampleSelf::CreateConditionComponents(), ActionCollectSampleTarget::CreateConditionComponents(), ActionCPR::CreateConditionComponents(), ActionDefibrilateSelf::CreateConditionComponents(), ActionDefibrilateTarget::CreateConditionComponents(), ActionGiveBloodSelf::CreateConditionComponents(), ActionGiveBloodTarget::CreateConditionComponents(), ActionGiveSalineSelf::CreateConditionComponents(), ActionGiveSalineTarget::CreateConditionComponents(), ActionMeasureTemperatureSelf::CreateConditionComponents(), ActionMeasureTemperatureTarget::CreateConditionComponents(), ActionSplintSelf::CreateConditionComponents(), ActionSplintTarget::CreateConditionComponents(), ActionTestBloodSelf::CreateConditionComponents(), ActionTestBloodTarget::CreateConditionComponents(), ActionCarHornLong::CreateConditionComponents(), ActionFillBrakes::CreateConditionComponents(), ActionFillCoolant::CreateConditionComponents(), ActionFillFuel::CreateConditionComponents(), ActionFillOil::CreateConditionComponents(), ActionBuildShelter::CreateConditionComponents(), ActionCloseDoors::CreateConditionComponents(), ActionCloseFence::CreateConditionComponents(), ActionDetachFromTarget::CreateConditionComponents(), ActionEnterLadder::CreateConditionComponents(), ActionExitLadder::CreateConditionComponents(), ActionGetInTransport::CreateConditionComponents(), ActionHandsPartSwitch::CreateConditionComponents(), ActionHarvestCrops::CreateConditionComponents(), ActionNextCombinationLockDialOnTarget::CreateConditionComponents(), ActionOpenDoors::CreateConditionComponents(), ActionOpenFence::CreateConditionComponents(), ActionDeconstructShelter::CreateConditionComponents(), ActionPickBerry::CreateConditionComponents(), ActionPickupChicken::CreateConditionComponents(), ActionPullBodyFromTransport::CreateConditionComponents(), ActionRemovePlant::CreateConditionComponents(), ActionRemoveSeed::CreateConditionComponents(), ActionRepackTent::CreateConditionComponents(), ActionSetAlarmClock::CreateConditionComponents(), ActionSetKitchenTimer::CreateConditionComponents(), ActionTakeArrow::CreateConditionComponents(), ActionTakeArrowToHands::CreateConditionComponents(), ActionTakeHybridAttachment::CreateConditionComponents(), ActionTakeHybridAttachmentToHands::CreateConditionComponents(), ActionTakeItem::CreateConditionComponents(), ActionTakeItemToHands::CreateConditionComponents(), ActionTakeMaterialToHands::CreateConditionComponents(), ActionToggleTentOpen::CreateConditionComponents(), ActionUseUndergroundLever::CreateConditionComponents(), ActionUseUndergroundPanel::CreateConditionComponents(), ActionInteractLoopBase::CreateConditionComponents(), ActionAnimateCarSelection::CreateConditionComponents(), ActionCarDoors::CreateConditionComponents(), ActionCarDoorsOutside::CreateConditionComponents(), ActionSwitchLights::CreateConditionComponents(), ActionAttachOnProxy::CreateConditionComponents(), ActionAttachOnSelection::CreateConditionComponents(), ActionAttachOnTentProxy::CreateConditionComponents(), ActionAttachPowerSourceToPanel::CreateConditionComponents(), ActionAttachToConstruction::CreateConditionComponents(), ActionAttachWithSwitch::CreateConditionComponents(), ActionBuildPartSwitch::CreateConditionComponents(), ActionClapBearTrapWithThisItem::CreateConditionComponents(), ActionClose::CreateConditionComponents(), ActionConsumeSingle::CreateConditionComponents(), ActionCreateIndoorFireplace::CreateConditionComponents(), ActionCreateIndoorOven::CreateConditionComponents(), ActionDisinfectPlantBit::CreateConditionComponents(), ActionEmptySeedsPack::CreateConditionComponents(), ActionFoldEntityToSlot::CreateConditionComponents(), ActionFoldMap::CreateConditionComponents(), ActionForceABite::CreateConditionComponents(), ActionForceASip::CreateConditionComponents(), ActionHandcuffTarget::CreateConditionComponents(), ActionInsertSparkplug::CreateConditionComponents(), ActionMeasureBattery::CreateConditionComponents(), ActionNextCombinationLockDial::CreateConditionComponents(), ActionOpen::CreateConditionComponents(), ActionSingleUseBase::CreateConditionComponents(), ActionPlaceFireplaceIndoor::CreateConditionComponents(), ActionPlaceFireplaceIntoBarrel::CreateConditionComponents(), ActionPlaceOvenIndoor::CreateConditionComponents(), ActionPlantSeed::CreateConditionComponents(), ActionPlugIn::CreateConditionComponents(), ActionPlugIntoFence::CreateConditionComponents(), ActionPlugTargetIntoThis::CreateConditionComponents(), ActionReadPaper::CreateConditionComponents(), ActionRepairWithToolFromHands::CreateConditionComponents(), ActionTakeABite::CreateConditionComponents(), ActionTakeMaterialToHandsSwitch::CreateConditionComponents(), ActionToggleNVG::CreateConditionComponents(), ActionToggleNVMode::CreateConditionComponents(), ActionTogglePlaceObject::CreateConditionComponents(), ActionTriggerRemotely::CreateConditionComponents(), ActionTurnOffHeadtorch::CreateConditionComponents(), ActionTurnOffHelmetFlashlight::CreateConditionComponents(), ActionTurnOffWeaponFlashlight::CreateConditionComponents(), ActionTurnOffWhileInHands::CreateConditionComponents(), ActionTurnOnHeadtorch::CreateConditionComponents(), ActionTurnOnHelmetFlashlight::CreateConditionComponents(), ActionTurnOnWeaponFlashlight::CreateConditionComponents(), ActionTurnOnWhileInHands::CreateConditionComponents(), ActionUnfoldEntity::CreateConditionComponents(), ActionWashHandsItem::CreateConditionComponents(), ActionWorldCraftCancel::CreateConditionComponents(), ActionWorldCraftSwitch::CreateConditionComponents(), ActionWorldFlagActionSwitch::CreateConditionComponents(), ActionWorldLiquidActionSwitch::CreateConditionComponents(), ActionWritePaper::CreateConditionComponents(), ActionZoomIn::CreateConditionComponents(), ActionZoomOut::CreateConditionComponents(), ActionDisinfectTarget::CreateConditionComponents(), ActionInjectSelf::CreateConditionComponents(), ActionInjectTarget::CreateConditionComponents(), ActionStopEngine::CreateConditionComponents(), ActionSwitchSeats::CreateConditionComponents(), FirearmActionAttachMagazineQuick::CreateConditionComponents(), FirearmActionDetachMagazine_Old::CreateConditionComponents(), FirearmActionDetachMagazine::CreateConditionComponents(), FirearmActionLoadMultiBulletQuick::CreateConditionComponents(), FirearmActionLoadMultiBulletRadial::CreateConditionComponents(), FirearmActionMechanicManipulate::CreateConditionComponents(), FirearmActionUnjam::CreateConditionComponents() и OnActionInfoUpdate().

◆ m_FullBody

bool m_FullBody
protected

Используется в ActionBase(), ActionBreakLongWoodenStick::ActionBreakLongWoodenStick(), ActionBuildPart::ActionBuildPart(), ActionBuildPartSwitch::ActionBuildPartSwitch(), ActionBuildShelter::ActionBuildShelter(), ActionBuryBody::ActionBuryBody(), ActionCheckPulseTarget::ActionCheckPulseTarget(), ActionClapBearTrapWithThisItem::ActionClapBearTrapWithThisItem(), ActionCollectBloodSelf::ActionCollectBloodSelf(), ActionCollectBloodTarget::ActionCollectBloodTarget(), ActionCollectSampleSelf::ActionCollectSampleSelf(), ActionCollectSampleTarget::ActionCollectSampleTarget(), ActionCookOnStick::ActionCookOnStick(), ActionCPR::ActionCPR(), ActionCraft::ActionCraft(), ActionCraftBolts::ActionCraftBolts(), ActionCraftBoltsFeather::ActionCraftBoltsFeather(), ActionCraftBoneKnife::ActionCraftBoneKnife(), ActionCraftBoneKnifeEnv::ActionCraftBoneKnifeEnv(), ActionCraftImprovisedEyePatch::ActionCraftImprovisedEyePatch(), ActionCraftImprovisedFaceCover::ActionCraftImprovisedFaceCover(), ActionCraftImprovisedFeetCover::ActionCraftImprovisedFeetCover(), ActionCraftImprovisedHandsCover::ActionCraftImprovisedHandsCover(), ActionCraftImprovisedHeadCover::ActionCraftImprovisedHeadCover(), ActionCraftImprovisedLegsCover::ActionCraftImprovisedLegsCover(), ActionCraftImprovisedTorsoCover::ActionCraftImprovisedTorsoCover(), ActionCraftRopeBelt::ActionCraftRopeBelt(), ActionCraftStoneKnifeEnv::ActionCraftStoneKnifeEnv(), ActionCreateGreenhouseGardenPlot::ActionCreateGreenhouseGardenPlot(), ActionDeconstructShelter::ActionDeconstructShelter(), ActionDefibrilateSelf::ActionDefibrilateSelf(), ActionDefibrilateTarget::ActionDefibrilateTarget(), ActionDeployBase::ActionDeployBase(), ActionDestroyCombinationLock::ActionDestroyCombinationLock(), ActionDestroyPart::ActionDestroyPart(), ActionDigGardenPlot::ActionDigGardenPlot(), ActionDigInStash::ActionDigInStash(), ActionDigWorms::ActionDigWorms(), ActionDisinfectPlant::ActionDisinfectPlant(), ActionDisinfectSelf(), ActionDisinfectTarget::ActionDisinfectTarget(), ActionDismantleGardenPlot::ActionDismantleGardenPlot(), ActionDismantlePart::ActionDismantlePart(), ActionDrinkPondContinuous(), ActionEmptyBottleBase::ActionEmptyBottleBase(), ActionEmptySeedsPack::ActionEmptySeedsPack(), ActionFertilizeSlot::ActionFertilizeSlot(), ActionFillBottleBase::ActionFillBottleBase(), ActionFillBrakes::ActionFillBrakes(), ActionFillCoolant::ActionFillCoolant(), ActionFillFuel::ActionFillFuel(), ActionFillGeneratorTank::ActionFillGeneratorTank(), ActionFillObject::ActionFillObject(), ActionFillOil::ActionFillOil(), ActionFishingNew::ActionFishingNew(), ActionForceConsumeSingle(), ActionForceDrink::ActionForceDrink(), ActionForceFeedSmall::ActionForceFeed(), ActionForceFeedMeat::ActionForceFeedMeat(), ActionGiveBloodSelf::ActionGiveBloodSelf(), ActionGiveBloodTarget::ActionGiveBloodTarget(), ActionGiveSalineSelf::ActionGiveSalineSelf(), ActionGiveSalineTarget::ActionGiveSalineTarget(), ActionHandcuffTarget::ActionHandcuffTarget(), ActionIgniteFireplaceByAir::ActionIgniteFireplaceByAir(), ActionInjectSelf::ActionInjectSelf(), ActionInjectTarget::ActionInjectTarget(), ActionLockAttachment::ActionLockAttachment(), ActionLockDoors::ActionLockDoors(), ActionLowerFlag::ActionLowerFlag(), ActionMeasureTemperatureTarget::ActionMeasureTemperatureTarget(), ActionMineBush::ActionMineBush(), ActionMineBushByHand::ActionMineBushByHand(), ActionMineRock::ActionMineRock(), ActionMineRock1H::ActionMineRock1H(), ActionMineTreeBark::ActionMineTreeBark(), ActionMountBarbedWire::ActionMountBarbedWire(), ActionPickBerry::ActionPickBerry(), ActionPlantSeed::ActionPlantSeed(), ActionPushCar::ActionPushCar(), ActionRaiseFlag::ActionRaiseFlag(), ActionReadPaper::ActionReadPaper(), ActionRepackTent::ActionRepackTent(), ActionRepairCarChassis::ActionRepairCarChassis(), ActionRepairCarEngine(), ActionRepairCarPart(), ActionRepairPart::ActionRepairPart(), ActionRepairShelter::ActionRepairShelter(), ActionRepairTent::ActionRepairTent(), ActionRepairTentPart::ActionRepairTentPart(), ActionRestrainSelf::ActionRestrainSelf(), ActionRestrainTarget::ActionRestrainTarget(), ActionSawPlanks::ActionSawPlanks(), ActionShave::ActionShave(), ActionShaveTarget::ActionShaveTarget(), ActionSplintSelf::ActionSplintSelf(), ActionSplintTarget::ActionSplintTarget(), ActionStripCarrierVest::ActionStripCarrierVest(), ActionTestBloodSelf::ActionTestBloodSelf(), ActionTestBloodTarget::ActionTestBloodTarget(), ActionUncoverHeadTarget::ActionUncoverHeadTarget(), ActionUnlockDoors::ActionUnlockDoors(), ActionUnmountBarbedWire::ActionUnmountBarbedWire(), ActionUnrestrainTarget::ActionUnrestrainTarget(), ActionUnrestrainTargetHands::ActionUnrestrainTargetHands(), ActionUpgradeTorchFromGasPump::ActionUpgradeTorchFromGasPump(), ActionWashHandsItemContinuous::ActionWashHandsItemContinuous(), ActionInteractLoopBase::ActionWashHandsWaterOne(), ActionWaterGardenSlot::ActionWaterGardenSlot(), ActionWaterPlant::ActionWaterPlant(), ActionWorldCraft::ActionWorldCraft(), ActionWringClothes::ActionWringClothes(), ActionWritePaper::ActionWritePaper(), CreateActionComponent() и IsFullBody().

◆ m_Input

ActionInput m_Input
protected

Используется в ActionBase(), GetInput() и SetInput().

◆ m_LockTargetOnUse

◆ m_MainItem

◆ m_MessageParam

ref Param1<string> m_MessageParam
protected

Используется в ActionBase() и SendMessageToClient().

◆ m_RefreshReservationTimerValue

class ActionData m_RefreshReservationTimerValue = 140

◆ m_Sound

string m_Sound
protected

◆ m_Sounds

ref TStringArray m_Sounds
protected

◆ m_SpecialtyWeight

float m_SpecialtyWeight
protected

Используется в ActionBreakLongWoodenStick::ActionBreakLongWoodenStick(), ActionBuildPart::ActionBuildPart(), ActionBurnSewSelf::ActionBurnSewSelf(), ActionBurnSewTarget::ActionBurnSewTarget(), ActionBuryBody::ActionBuryBody(), ActionCheckPulseTarget::ActionCheckPulseTarget(), ActionCollectBloodSelf::ActionCollectBloodSelf(), ActionCollectBloodTarget::ActionCollectBloodTarget(), ActionCollectSampleSelf::ActionCollectSampleSelf(), ActionCollectSampleTarget::ActionCollectSampleTarget(), ActionCookOnStick::ActionCookOnStick(), ActionCoverHeadSelf::ActionCoverHeadSelf(), ActionCoverHeadTarget::ActionCoverHeadTarget(), ActionCPR::ActionCPR(), ActionCraftBolts::ActionCraftBolts(), ActionCraftBoltsFeather::ActionCraftBoltsFeather(), ActionCraftBoneKnife::ActionCraftBoneKnife(), ActionCraftBoneKnifeEnv::ActionCraftBoneKnifeEnv(), ActionCraftImprovisedEyePatch::ActionCraftImprovisedEyePatch(), ActionCraftImprovisedFaceCover::ActionCraftImprovisedFaceCover(), ActionCraftImprovisedFeetCover::ActionCraftImprovisedFeetCover(), ActionCraftImprovisedHandsCover::ActionCraftImprovisedHandsCover(), ActionCraftImprovisedHeadCover::ActionCraftImprovisedHeadCover(), ActionCraftImprovisedLegsCover::ActionCraftImprovisedLegsCover(), ActionCraftImprovisedTorsoCover::ActionCraftImprovisedTorsoCover(), ActionCraftRopeBelt::ActionCraftRopeBelt(), ActionCraftStoneKnifeEnv::ActionCraftStoneKnifeEnv(), ActionCreateGreenhouseGardenPlot::ActionCreateGreenhouseGardenPlot(), ActionCreateIndoorFireplace::ActionCreateIndoorFireplace(), ActionCreateIndoorOven::ActionCreateIndoorOven(), ActionDeconstructShelter::ActionDeconstructShelter(), ActionDefibrilateSelf::ActionDefibrilateSelf(), ActionDefibrilateTarget::ActionDefibrilateTarget(), ActionDeployBase::ActionDeployBase(), ActionDestroyCombinationLock::ActionDestroyCombinationLock(), ActionDestroyPart::ActionDestroyPart(), ActionDigGardenPlot::ActionDigGardenPlot(), ActionDigInStash::ActionDigInStash(), ActionDigWorms::ActionDigWorms(), ActionDisinfectPlant::ActionDisinfectPlant(), ActionDisinfectPlantBit::ActionDisinfectPlantBit(), ActionDisinfectSelf(), ActionDisinfectTarget::ActionDisinfectTarget(), ActionDismantleGardenPlot::ActionDismantleGardenPlot(), ActionDismantlePart::ActionDismantlePart(), ActionDrainLiquid::ActionDrainLiquid(), ActionEmptyBottleBase::ActionEmptyBottleBase(), ActionFertilizeSlot::ActionFertilizeSlot(), ActionFillBottleBase::ActionFillBottleBase(), ActionFillBrakes::ActionFillBrakes(), ActionFillCoolant::ActionFillCoolant(), ActionFillFuel::ActionFillFuel(), ActionFillGeneratorTank::ActionFillGeneratorTank(), ActionFillObject::ActionFillObject(), ActionFillOil::ActionFillOil(), ActionFishingNew::ActionFishingNew(), ActionFoldObject::ActionFoldObject(), ActionGagSelf::ActionGagSelf(), ActionGagTarget::ActionGagTarget(), ActionGiveBloodSelf::ActionGiveBloodSelf(), ActionGiveBloodTarget::ActionGiveBloodTarget(), ActionGiveSalineSelf::ActionGiveSalineSelf(), ActionGiveSalineTarget::ActionGiveSalineTarget(), ActionHandcuffTarget::ActionHandcuffTarget(), ActionHarvestCrops::ActionHarvestCrops(), ActionIgniteFireplaceByAir::ActionIgniteFireplaceByAir(), ActionInjectSelf::ActionInjectSelf(), ActionInjectTarget::ActionInjectTarget(), ActionLockAttachment::ActionLockAttachment(), ActionLockDoors::ActionLockDoors(), ActionMeasureTemperatureSelf::ActionMeasureTemperatureSelf(), ActionMeasureTemperatureTarget::ActionMeasureTemperatureTarget(), ActionMineBush::ActionMineBush(), ActionMineBushByHand::ActionMineBushByHand(), ActionMineRock::ActionMineRock(), ActionMineRock1H::ActionMineRock1H(), ActionMineTreeBark::ActionMineTreeBark(), ActionMountBarbedWire::ActionMountBarbedWire(), ActionPackGift::ActionPackGift(), ActionPickBerry::ActionPickBerry(), ActionPlaceFireplaceIndoor::ActionPlaceFireplaceIndoor(), ActionPlaceFireplaceIntoBarrel::ActionPlaceFireplaceIntoBarrel(), ActionPlaceOvenIndoor::ActionPlaceOvenIndoor(), ActionPlantSeed::ActionPlantSeed(), ActionPourLiquid::ActionPourLiquid(), ActionRepackTent::ActionRepackTent(), ActionRepairCarChassis::ActionRepairCarChassis(), ActionRepairCarEngine(), ActionRepairCarPart(), ActionRepairPart::ActionRepairPart(), ActionRepairShelter::ActionRepairShelter(), ActionRepairTent::ActionRepairTent(), ActionRepairTentPart::ActionRepairTentPart(), ActionRepairWithToolFromHands::ActionRepairWithToolFromHands(), ActionRestrainSelf::ActionRestrainSelf(), ActionRestrainTarget::ActionRestrainTarget(), ActionSawPlanks::ActionSawPlanks(), ActionSetAlarmClock::ActionSetAlarmClock(), ActionSetKitchenTimer::ActionSetKitchenTimer(), ActionShave::ActionShave(), ActionShaveTarget::ActionShaveTarget(), ActionSortAmmoPile::ActionSortAmmoPile(), ActionSplintSelf::ActionSplintSelf(), ActionSplintTarget::ActionSplintTarget(), ActionStartEngine(), ActionStripCarrierVest::ActionStripCarrierVest(), ActionSwitchSeats::ActionSwitchSeats(), ActionTestBloodSelf::ActionTestBloodSelf(), ActionTestBloodTarget::ActionTestBloodTarget(), ActionTransferLiquid::ActionTransferLiquid(), ActionUnmountBarbedWire::ActionUnmountBarbedWire(), ActionUnpackBox::ActionUnpackBox(), ActionUnpackGift::ActionUnpackGift(), ActionUnrestrainTarget::ActionUnrestrainTarget(), ActionUpgradeTorchFromGasPump::ActionUpgradeTorchFromGasPump(), ActionUseRangefinder::ActionUseRangefinder(), ActionWaterGardenSlot::ActionWaterGardenSlot(), ActionWaterPlant::ActionWaterPlant(), ActionWringClothes::ActionWringClothes(), CreateActionComponent(), ActionDefibrilateBase::DefibrillateServer(), GetSpecialtyWeight(), ActionGiveBloodSelf::OnEndAnimationLoopServer(), ActionGiveBloodTarget::OnEndAnimationLoopServer(), ActionCollectBloodSelf::OnEndServer(), ActionCollectBloodTarget::OnEndServer(), ActionCollectSampleSelf::OnEndServer(), ActionCollectSampleTarget::OnEndServer(), ActionFoldObject::OnExecuteServer(), ActionHarvestCrops::OnExecuteServer(), ActionDisinfectPlantBit::OnExecuteServer(), ActionHandcuffTarget::OnExecuteServer(), ActionPlaceFireplaceIndoor::OnExecuteServer(), ActionPlaceFireplaceIntoBarrel::OnExecuteServer(), ActionPlaceOvenIndoor::OnExecuteServer(), ActionRepairWithToolFromHands::OnExecuteServer(), ActionInjectSelf::OnExecuteServer(), ActionInjectTarget::OnExecuteServer(), ActionDisinfectPlant::OnFinishProgressClient(), ActionWaterPlant::OnFinishProgressClient(), OnFinishProgressServer(), ActionBuildPart::OnFinishProgressServer(), ActionBuryBody::OnFinishProgressServer(), ActionCoverHeadSelf::OnFinishProgressServer(), ActionCoverHeadTarget::OnFinishProgressServer(), ActionDestroyCombinationLock::OnFinishProgressServer(), ActionDestroyPart::OnFinishProgressServer(), ActionDigGardenPlot::OnFinishProgressServer(), ActionDigInStash::OnFinishProgressServer(), ActionDigWorms::OnFinishProgressServer(), ActionDisinfectPlant::OnFinishProgressServer(), ActionDismantlePart::OnFinishProgressServer(), ActionDrainLiquid::OnFinishProgressServer(), ActionFillObject::OnFinishProgressServer(), ActionIgniteFireplaceByAir::OnFinishProgressServer(), ActionLockDoors::OnFinishProgressServer(), ActionMineBush::OnFinishProgressServer(), ActionMineRock::OnFinishProgressServer(), ActionMountBarbedWire::OnFinishProgressServer(), ActionPourLiquid::OnFinishProgressServer(), ActionRepairPart::OnFinishProgressServer(), ActionRepairShelter::OnFinishProgressServer(), ActionRepairTent::OnFinishProgressServer(), ActionRestrainTarget::OnFinishProgressServer(), ActionSawPlanks::OnFinishProgressServer(), ActionShave::OnFinishProgressServer(), ActionShaveTarget::OnFinishProgressServer(), ActionTransferLiquid::OnFinishProgressServer(), ActionUnlockDoors::OnFinishProgressServer(), ActionUnmountBarbedWire::OnFinishProgressServer(), ActionUnpackBox::OnFinishProgressServer(), ActionUnrestrainTarget::OnFinishProgressServer(), ActionUseRangefinder::OnFinishProgressServer(), ActionWaterPlant::OnFinishProgressServer(), ActionWringClothes::OnFinishProgressServer(), ActionDeployBase::OnFinishProgressServer(), ActionBurnSewSelf::OnFinishProgressServer(), ActionBurnSewTarget::OnFinishProgressServer(), ActionCPR::OnFinishProgressServer(), ActionGiveSalineSelf::OnFinishProgressServer(), ActionGiveSalineTarget::OnFinishProgressServer(), ActionSplintSelf::OnFinishProgressServer(), ActionSplintTarget::OnFinishProgressServer(), ActionTestBloodSelf::OnFinishProgressServer(), ActionTestBloodTarget::OnFinishProgressServer(), ActionBuildShelter::OnFinishProgressServer(), ActionPlantSeed::Process() и ActionUncoverHeadBase::UncoverHead().

◆ m_StanceMask

int m_StanceMask
protected

Используется в ActionAnimateCarSelection::ActionAnimateCarSelection(), ActionBase(), ActionBreakLongWoodenStick::ActionBreakLongWoodenStick(), ActionBuildPart::ActionBuildPart(), ActionBuildPartSwitch::ActionBuildPartSwitch(), ActionBuildShelter::ActionBuildShelter(), ActionBuryBody::ActionBuryBody(), ActionCarDoors::ActionCarDoors(), ActionCarDoorsOutside::ActionCarDoorsOutside(), ActionCarHornLong::ActionCarHornLong(), ActionCheckPulse::ActionCheckPulse(), ActionCheckPulseTarget::ActionCheckPulseTarget(), ActionClapBearTrapWithThisItem::ActionClapBearTrapWithThisItem(), ActionCloseBarrel::ActionCloseBarrel(), ActionCloseBarrelHoles::ActionCloseBarrelHoles(), ActionCloseDoors::ActionCloseDoors(), ActionCloseFence::ActionCloseFence(), ActionCollectBloodSelf::ActionCollectBloodSelf(), ActionCollectBloodTarget::ActionCollectBloodTarget(), ActionCollectSampleSelf::ActionCollectSampleSelf(), ActionCollectSampleTarget::ActionCollectSampleTarget(), ActionCookOnStick::ActionCookOnStick(), ActionCoverHeadSelf::ActionCoverHeadSelf(), ActionCoverHeadTarget::ActionCoverHeadTarget(), ActionCPR::ActionCPR(), ActionCraft::ActionCraft(), ActionCraftBolts::ActionCraftBolts(), ActionCraftBoltsFeather::ActionCraftBoltsFeather(), ActionCraftBoneKnife::ActionCraftBoneKnife(), ActionCraftBoneKnifeEnv::ActionCraftBoneKnifeEnv(), ActionCraftImprovisedEyePatch::ActionCraftImprovisedEyePatch(), ActionCraftImprovisedFaceCover::ActionCraftImprovisedFaceCover(), ActionCraftImprovisedFeetCover::ActionCraftImprovisedFeetCover(), ActionCraftImprovisedHandsCover::ActionCraftImprovisedHandsCover(), ActionCraftImprovisedHeadCover::ActionCraftImprovisedHeadCover(), ActionCraftImprovisedLegsCover::ActionCraftImprovisedLegsCover(), ActionCraftImprovisedTorsoCover::ActionCraftImprovisedTorsoCover(), ActionCraftRopeBelt::ActionCraftRopeBelt(), ActionCraftStoneKnifeEnv::ActionCraftStoneKnifeEnv(), ActionCreateGreenhouseGardenPlot::ActionCreateGreenhouseGardenPlot(), ActionCreateIndoorFireplace::ActionCreateIndoorFireplace(), ActionCreateIndoorOven::ActionCreateIndoorOven(), ActionDeconstructShelter::ActionDeconstructShelter(), ActionDefibrilateSelf::ActionDefibrilateSelf(), ActionDefibrilateTarget::ActionDefibrilateTarget(), ActionDeployHuntingTrap::ActionDeployHuntingTrap(), ActionDestroyCombinationLock::ActionDestroyCombinationLock(), ActionDestroyPart::ActionDestroyPart(), ActionDigGardenPlot::ActionDigGardenPlot(), ActionDigInStash::ActionDigInStash(), ActionDigWorms::ActionDigWorms(), ActionDisinfectSelf(), ActionDisinfectTarget::ActionDisinfectTarget(), ActionDismantleGardenPlot::ActionDismantleGardenPlot(), ActionDismantlePart::ActionDismantlePart(), ActionDrinkPondContinuous(), ActionEmptyBottleBase::ActionEmptyBottleBase(), ActionEnterLadder::ActionEnterLadder(), ActionFertilizeSlot::ActionFertilizeSlot(), ActionFillBottleBase::ActionFillBottleBase(), ActionFillBrakes::ActionFillBrakes(), ActionFillCoolant::ActionFillCoolant(), ActionFillFuel::ActionFillFuel(), ActionFillGeneratorTank::ActionFillGeneratorTank(), ActionFillObject::ActionFillObject(), ActionFillOil::ActionFillOil(), ActionFishingNew::ActionFishingNew(), ActionForceConsumeSingle(), ActionForceDrink::ActionForceDrink(), ActionForceFeedSmall::ActionForceFeed(), ActionForceFeedMeat::ActionForceFeedMeat(), ActionGagSelf::ActionGagSelf(), ActionGagTarget::ActionGagTarget(), ActionGetInTransport::ActionGetInTransport(), ActionGetOutTransport(), ActionGiveBloodSelf::ActionGiveBloodSelf(), ActionGiveBloodTarget::ActionGiveBloodTarget(), ActionGiveSalineSelf::ActionGiveSalineSelf(), ActionGiveSalineTarget::ActionGiveSalineTarget(), ActionHandcuffTarget::ActionHandcuffTarget(), ActionIgniteFireplaceByAir::ActionIgniteFireplaceByAir(), ActionInjectSelf::ActionInjectSelf(), ActionInjectTarget::ActionInjectTarget(), ActionLockAttachment::ActionLockAttachment(), ActionLockDoors::ActionLockDoors(), ActionLowerFlag::ActionLowerFlag(), ActionMeasureTemperatureTarget::ActionMeasureTemperatureTarget(), ActionMineBush::ActionMineBush(), ActionMineBushByHand::ActionMineBushByHand(), ActionMineRock::ActionMineRock(), ActionMineRock1H::ActionMineRock1H(), ActionMineTreeBark::ActionMineTreeBark(), ActionMountBarbedWire::ActionMountBarbedWire(), ActionOpenBarrel::ActionOpenBarrel(), ActionOpenBarrelHoles::ActionOpenBarrelHoles(), ActionOpenDoors::ActionOpenDoors(), ActionOpenFence::ActionOpenFence(), ActionPackGift::ActionPackGift(), ActionPickBerry::ActionPickBerry(), ActionPlaceFireplaceIndoor::ActionPlaceFireplaceIndoor(), ActionPlaceFireplaceIntoBarrel::ActionPlaceFireplaceIntoBarrel(), ActionPlaceOvenIndoor::ActionPlaceOvenIndoor(), ActionPullBodyFromTransport::ActionPullBodyFromTransport(), ActionPushCar::ActionPushCar(), ActionRaiseFlag::ActionRaiseFlag(), ActionReadPaper::ActionReadPaper(), ActionRefuelTorch::ActionRefuelTorch(), ActionRepackTent::ActionRepackTent(), ActionRepairCarChassis::ActionRepairCarChassis(), ActionRepairCarEngine(), ActionRepairCarPart(), ActionRepairPart::ActionRepairPart(), ActionRepairShelter::ActionRepairShelter(), ActionRepairTent::ActionRepairTent(), ActionRepairTentPart::ActionRepairTentPart(), ActionRepositionPluggedItem::ActionRepositionPluggedItem(), ActionRestrainSelf::ActionRestrainSelf(), ActionRestrainTarget::ActionRestrainTarget(), ActionSawPlanks::ActionSawPlanks(), ActionShave::ActionShave(), ActionShaveTarget::ActionShaveTarget(), ActionSidePlateInteract::ActionSidePlateInteract(), ActionSplintSelf::ActionSplintSelf(), ActionStartEngine(), ActionStopEngine::ActionStopEngine(), ActionStripCarrierVest::ActionStripCarrierVest(), ActionSwitchLights::ActionSwitchLights(), ActionSwitchSeats::ActionSwitchSeats(), ActionTakeFireplaceFromBarrel::ActionTakeFireplaceFromBarrel(), ActionTakeFireplaceIndoor::ActionTakeFireplaceIndoor(), ActionTakeOvenIndoor::ActionTakeOvenIndoor(), ActionTestBloodSelf::ActionTestBloodSelf(), ActionTuneFrequencyOnGround::ActionTuneFrequencyOnGround(), ActionTurnOffTransmitterOnGround::ActionTurnOffTransmitterOnGround(), ActionTurnOffWhileOnGround::ActionTurnOffWhileOnGround(), ActionTurnOnTransmitterOnGround::ActionTurnOnTransmitterOnGround(), ActionTurnOnWhileOnGround::ActionTurnOnWhileOnGround(), ActionUncoverHeadTarget::ActionUncoverHeadTarget(), ActionUngagSelf::ActionUngagSelf(), ActionUngagTarget::ActionUngagTarget(), ActionUnlockDoors::ActionUnlockDoors(), ActionUnmountBarbedWire::ActionUnmountBarbedWire(), ActionUnpackGift::ActionUnpackGift(), ActionUnrestrainTarget::ActionUnrestrainTarget(), ActionUnrestrainTargetHands::ActionUnrestrainTargetHands(), ActionUpgradeTorchFromGasPump::ActionUpgradeTorchFromGasPump(), ActionUseUndergroundLever::ActionUseUndergroundLever(), ActionUseUndergroundPanel::ActionUseUndergroundPanel(), ActionWashHandsItem::ActionWashHandsItem(), ActionWashHandsItemContinuous::ActionWashHandsItemContinuous(), ActionInteractLoopBase::ActionWashHandsWaterOne(), ActionWorldCraft::ActionWorldCraft(), ActionWorldFlagActionSwitch::ActionWorldFlagActionSwitch(), ActionWorldLiquidActionSwitch::ActionWorldLiquidActionSwitch(), ActionWringClothes::ActionWringClothes(), ActionWritePaper::ActionWritePaper(), CreateActionComponent(), CreateConditionComponents(), ActionAttachOnProxy::CreateConditionComponents(), ActionAttachOnTentProxy::CreateConditionComponents(), ActionAttachWithSwitch::CreateConditionComponents(), GetStanceMask(), SmptAnimMetaBase::Init(), SmptAnimMetaBase::Play(), ActionDigWorms::SetDiggingAnimation(), ActionFillBottleBase::SetupStance() и UncoverHead().

◆ m_Target

◆ m_Text

string m_Text
protected

Используется в ActionAnimateCarSelection::ActionAnimateCarSelection(), ActionAnimateSeats::ActionAnimateSeats(), ActionAttachOnProxy::ActionAttachOnProxy(), ActionAttachOnSelection::ActionAttachOnSelection(), ActionAttachPowerSourceToPanel::ActionAttachPowerSourceToPanel(), ActionAttachToConstruction::ActionAttachToConstruction(), ActionAttachWheels::ActionAttachWheels(), ActionBase(), ActionBreakLongWoodenStick::ActionBreakLongWoodenStick(), ActionBuildPart::ActionBuildPart(), ActionBuildPartSwitch::ActionBuildPartSwitch(), ActionBuildShelter::ActionBuildShelter(), ActionBurnSewSelf::ActionBurnSewSelf(), ActionBurnSewTarget::ActionBurnSewTarget(), ActionBuryBody::ActionBuryBody(), ActionCheckPulse::ActionCheckPulse(), ActionCheckPulseTarget::ActionCheckPulseTarget(), ActionClapBearTrapWithThisItem::ActionClapBearTrapWithThisItem(), ActionClose::ActionClose(), ActionCloseBarrel::ActionCloseBarrel(), ActionCloseBarrelHoles::ActionCloseBarrelHoles(), ActionCloseCarDoors::ActionCloseCarDoors(), ActionCloseCarDoorsOutside::ActionCloseCarDoorsOutside(), ActionCloseDoors::ActionCloseDoors(), ActionCloseFence::ActionCloseFence(), ActionCollectBloodSelf::ActionCollectBloodSelf(), ActionCollectBloodTarget::ActionCollectBloodTarget(), ActionCollectSampleSelf::ActionCollectSampleSelf(), ActionCollectSampleTarget::ActionCollectSampleTarget(), ActionConsume::ActionConsume(), ActionConsumeSingle::ActionConsumeSingle(), ActionCookOnStick::ActionCookOnStick(), ActionCoverHeadSelf::ActionCoverHeadSelf(), ActionCoverHeadTarget::ActionCoverHeadTarget(), ActionCPR::ActionCPR(), ActionCraft::ActionCraft(), ActionCraftBolts::ActionCraftBolts(), ActionCraftBoltsFeather::ActionCraftBoltsFeather(), ActionCraftBoneKnife::ActionCraftBoneKnife(), ActionCraftBoneKnifeEnv::ActionCraftBoneKnifeEnv(), ActionCraftImprovisedEyePatch::ActionCraftImprovisedEyePatch(), ActionCraftImprovisedFaceCover::ActionCraftImprovisedFaceCover(), ActionCraftImprovisedFeetCover::ActionCraftImprovisedFeetCover(), ActionCraftImprovisedHandsCover::ActionCraftImprovisedHandsCover(), ActionCraftImprovisedHeadCover::ActionCraftImprovisedHeadCover(), ActionCraftImprovisedLegsCover::ActionCraftImprovisedLegsCover(), ActionCraftImprovisedTorsoCover::ActionCraftImprovisedTorsoCover(), ActionCraftRopeBelt::ActionCraftRopeBelt(), ActionCraftStoneKnifeEnv::ActionCraftStoneKnifeEnv(), ActionCreateGreenhouseGardenPlot::ActionCreateGreenhouseGardenPlot(), ActionCreateIndoorFireplace::ActionCreateIndoorFireplace(), ActionCreateIndoorOven::ActionCreateIndoorOven(), ActionDeconstructShelter::ActionDeconstructShelter(), ActionDefibrilateSelf::ActionDefibrilateSelf(), ActionDefibrilateTarget::ActionDefibrilateTarget(), ActionDeployBase::ActionDeployBase(), ActionDestroyCombinationLock::ActionDestroyCombinationLock(), ActionDestroyPart::ActionDestroyPart(), ActionDetach(), ActionDetachFromTarget::ActionDetachFromTarget(), ActionDetachPowerSourceFromPanel::ActionDetachPowerSourceFromPanel(), ActionDigGardenPlot::ActionDigGardenPlot(), ActionDigInStash::ActionDigInStash(), ActionDigWorms::ActionDigWorms(), ActionDisinfectPlant::ActionDisinfectPlant(), ActionDisinfectPlantBit::ActionDisinfectPlantBit(), ActionDisinfectSelf(), ActionDisinfectTarget::ActionDisinfectTarget(), ActionDismantleGardenPlot::ActionDismantleGardenPlot(), ActionDismantlePart::ActionDismantlePart(), ActionDrainLiquid::ActionDrainLiquid(), ActionDrink::ActionDrink(), ActionDrinkCan::ActionDrinkCan(), ActionDrinkPondContinuous(), ActionDropItem(), ActionEatBig::ActionEatBig(), ActionEatPillFromBottle::ActionEatPillFromBottle(), ActionEatTabletFromWrapper::ActionEatTabletFromWrapper(), ActionEmptyBottleBase::ActionEmptyBottleBase(), ActionEmptyMagazine::ActionEmptyMagazine(), ActionEmptySeedsPack::ActionEmptySeedsPack(), ActionEnterLadder::ActionEnterLadder(), ActionExitLadder::ActionExitLadder(), ActionFertilizeSlot::ActionFertilizeSlot(), ActionFillBottleBase::ActionFillBottleBase(), ActionFillBrakes::ActionFillBrakes(), ActionFillCoolant::ActionFillCoolant(), ActionFillFuel::ActionFillFuel(), ActionFillGeneratorTank::ActionFillGeneratorTank(), ActionFillOil::ActionFillOil(), ActionFishingNew::ActionFishingNew(), ActionFoldMap::ActionFoldMap(), ActionFoldObject::ActionFoldObject(), ActionForceABite::ActionForceABite(), ActionForceASip::ActionForceASip(), ActionForceConsumeSingle(), ActionForceDrink::ActionForceDrink(), ActionForceFeedMeat::ActionForceFeedMeat(), ActionGagSelf::ActionGagSelf(), ActionGagTarget::ActionGagTarget(), ActionGetInTransport::ActionGetInTransport(), ActionGetOutTransport(), ActionGiveBloodSelf::ActionGiveBloodSelf(), ActionGiveBloodTarget::ActionGiveBloodTarget(), ActionGiveSalineSelf::ActionGiveSalineSelf(), ActionGiveSalineTarget::ActionGiveSalineTarget(), ActionHandcuffTarget::ActionHandcuffTarget(), ActionIgniteFireplaceByAir::ActionIgniteFireplaceByAir(), ActionInjectSelf::ActionInjectSelf(), ActionInjectTarget::ActionInjectTarget(), ActionITest::ActionITest(), ActionLoadMagazine::ActionLoadMagazine(), ActionLockDoors::ActionLockDoors(), ActionLowerFlag::ActionLowerFlag(), ActionMeasureBattery::ActionMeasureBattery(), ActionMeasureTemperatureSelf::ActionMeasureTemperatureSelf(), ActionMeasureTemperatureTarget::ActionMeasureTemperatureTarget(), ActionMountBarbedWire::ActionMountBarbedWire(), ActionNextCombinationLockDial::ActionNextCombinationLockDial(), ActionNextCombinationLockDialOnTarget::ActionNextCombinationLockDialOnTarget(), ActionOpen::ActionOpen(), ActionOpenBarrel::ActionOpenBarrel(), ActionOpenBarrelHoles::ActionOpenBarrelHoles(), ActionOpenCarDoors::ActionOpenCarDoors(), ActionOpenCarDoorsOutside::ActionOpenCarDoorsOutside(), ActionOpenDoors::ActionOpenDoors(), ActionOpenFence::ActionOpenFence(), ActionPackGift::ActionPackGift(), ActionPickBerry::ActionPickBerry(), ActionPickupChicken::ActionPickupChicken(), ActionSingleUseBase::ActionPin(), ActionPlaceFireplaceIndoor::ActionPlaceFireplaceIndoor(), ActionPlaceFireplaceIntoBarrel::ActionPlaceFireplaceIntoBarrel(), ActionPlaceObject::ActionPlaceObject(), ActionPlaceOnGround::ActionPlaceOnGround(), ActionPlaceOvenIndoor::ActionPlaceOvenIndoor(), ActionPlantSeed::ActionPlantSeed(), ActionPlugIn::ActionPlugIn(), ActionPlugIntoFence::ActionPlugIntoFence(), ActionPlugTargetIntoThis::ActionPlugTargetIntoThis(), ActionPourLiquid::ActionPourLiquid(), ActionPullBodyFromTransport::ActionPullBodyFromTransport(), ActionPullOutPlug::ActionPullOutPlug(), ActionPushCar::ActionPushCar(), ActionRaiseFlag::ActionRaiseFlag(), ActionReadPaper::ActionReadPaper(), ActionRefuelTorch::ActionRefuelTorch(), ActionRemovePlant::ActionRemovePlant(), ActionRemoveSeed::ActionRemoveSeed(), ActionRepackTent::ActionRepackTent(), ActionRepairCarChassis::ActionRepairCarChassis(), ActionRepairCarEngine(), ActionRepairCarPart(), ActionRepairPart::ActionRepairPart(), ActionRepairTent::ActionRepairTent(), ActionRepairTentPart::ActionRepairTentPart(), ActionRepairWithToolFromHands::ActionRepairWithToolFromHands(), ActionRepositionPluggedItem::ActionRepositionPluggedItem(), ActionRestrainSelf::ActionRestrainSelf(), ActionRestrainTarget::ActionRestrainTarget(), ActionSawPlanks::ActionSawPlanks(), ActionSetAlarmClock::ActionSetAlarmClock(), ActionSetKitchenTimer::ActionSetKitchenTimer(), ActionShave::ActionShave(), ActionShaveTarget::ActionShaveTarget(), ActionSortAmmoPile::ActionSortAmmoPile(), ActionSplintSelf::ActionSplintSelf(), ActionSplintTarget::ActionSplintTarget(), ActionStartEngine(), ActionStopEngine::ActionStopEngine(), ActionStripCarrierVest::ActionStripCarrierVest(), ActionSwitchLights::ActionSwitchLights(), ActionSwitchSeats::ActionSwitchSeats(), ActionTakeABite::ActionTakeABite(), ActionTakeArrow::ActionTakeArrow(), ActionTakeArrowToHands::ActionTakeArrowToHands(), ActionTakeASip::ActionTakeASip(), ActionTakeFireplaceFromBarrel::ActionTakeFireplaceFromBarrel(), ActionTakeFireplaceIndoor::ActionTakeFireplaceIndoor(), ActionTakeHybridAttachment::ActionTakeHybridAttachment(), ActionTakeHybridAttachmentToHands::ActionTakeHybridAttachmentToHands(), ActionTakeItem::ActionTakeItem(), ActionTakeItemToHands::ActionTakeItemToHands(), ActionTakeMaterialToHands::ActionTakeMaterialToHands(), ActionTakeMaterialToHandsSwitch::ActionTakeMaterialToHandsSwitch(), ActionTakeOvenIndoor::ActionTakeOvenIndoor(), ActionTestBloodSelf::ActionTestBloodSelf(), ActionTestBloodTarget::ActionTestBloodTarget(), ActionToggleNVMode::ActionToggleNVMode(), ActionTogglePlaceObject::ActionTogglePlaceObject(), ActionToggleTentOpen::ActionToggleTentOpen(), ActionTriggerRemotely::ActionTriggerRemotely(), ActionTuneFrequencyOnGround::ActionTuneFrequencyOnGround(), ActionTurnOffPowerGenerator::ActionTurnOffPowerGenerator(), ActionTurnOffSpotlight::ActionTurnOffSpotlight(), ActionTurnOffTransmitterOnGround::ActionTurnOffTransmitterOnGround(), ActionTurnOffWeaponFlashlight::ActionTurnOffWeaponFlashlight(), ActionTurnOffWhileInHands::ActionTurnOffWhileInHands(), ActionTurnOffWhileOnGround::ActionTurnOffWhileOnGround(), ActionTurnOnChemlight::ActionTurnOnChemlight(), ActionTurnOnHeatpack::ActionTurnOnHeatpack(), ActionTurnOnPowerGenerator::ActionTurnOnPowerGenerator(), ActionTurnOnSpotlight::ActionTurnOnSpotlight(), ActionTurnOnTransmitterOnGround::ActionTurnOnTransmitterOnGround(), ActionTurnOnWeaponFlashlight::ActionTurnOnWeaponFlashlight(), ActionTurnOnWhileInHands::ActionTurnOnWhileInHands(), ActionTurnOnWhileOnGround::ActionTurnOnWhileOnGround(), ActionUncoverHeadTarget::ActionUncoverHeadTarget(), ActionUnfoldBandana::ActionUnfoldBandana(), ActionUngagSelf::ActionUngagSelf(), ActionUngagTarget::ActionUngagTarget(), ActionUnlockDoors::ActionUnlockDoors(), ActionUnmountBarbedWire::ActionUnmountBarbedWire(), ActionUnpackBox::ActionUnpackBox(), ActionUnpackGift::ActionUnpackGift(), ActionSingleUseBase::ActionUnpin(), ActionUnplugThisByCord::ActionUnplugThisByCord(), ActionUnrestrainSelf::ActionUnrestrainSelf(), ActionUnrestrainTarget::ActionUnrestrainTarget(), ActionUnrestrainTargetHands::ActionUnrestrainTargetHands(), ActionUpgradeTorchFromGasPump::ActionUpgradeTorchFromGasPump(), ActionUseRangefinder::ActionUseRangefinder(), ActionUseUndergroundLever::ActionUseUndergroundLever(), ActionUseUndergroundPanel::ActionUseUndergroundPanel(), ActionViewCompass::ActionViewCompass(), ActionViewOptics::ActionViewOptics(), ActionWashHandsItem::ActionWashHandsItem(), ActionWashHandsItemContinuous::ActionWashHandsItemContinuous(), ActionInteractLoopBase::ActionWashHandsWaterOne(), ActionWaterGardenSlot::ActionWaterGardenSlot(), ActionWaterPlant::ActionWaterPlant(), ActionWorldCraftCancel::ActionWorldCraftCancel(), ActionWorldCraftSwitch::ActionWorldCraftSwitch(), ActionWringClothes::ActionWringClothes(), ActionWritePaper::ActionWritePaper(), ActionZoomIn::ActionZoomIn(), ActionZoomOut::ActionZoomOut(), CreateActionComponent(), ActionHandsPartSwitch::CreateConditionComponents(), ActionInsertSparkplug::CreateConditionComponents(), ScriptedWidgetEventHandler::DropdownPrefab(), FirearmActionAttachMagazine::FirearmActionAttachMagazine(), FirearmActionLoadMultiBullet::FirearmActionLoadMultiBullet(), GetText(), ScriptedWidgetEventHandler::HideTooltip(), ScriptedWidgetEventHandler::ModsMenuTooltip(), ActionBuildPart::OnActionInfoUpdate(), ActionDestroyPart::OnActionInfoUpdate(), OnActionInfoUpdate(), ActionDismantlePart::OnActionInfoUpdate(), ActionFillObject::OnActionInfoUpdate(), ActionLockAttachment::OnActionInfoUpdate(), ActionMineBase::OnActionInfoUpdate(), ActionRepairPart::OnActionInfoUpdate(), ActionViewBinoculars::OnActionInfoUpdate(), ActionWorldCraft::OnActionInfoUpdate(), ActionBuildShelter::OnActionInfoUpdate(), ActionHarvestCrops::OnActionInfoUpdate(), ActionTakeMaterialToHands::OnActionInfoUpdate(), ActionTuneFrequencyOnGround::OnActionInfoUpdate(), ScriptedWidgetEventHandler::OnMouseButtonDown(), ScriptedWidgetEventHandler::SetText(), ScriptedWidgetEventHandler::ShowTooltip() и UncoverHead().

◆ m_VariantID

◆ m_VariantManager

ref ActionVariantManager m_VariantManager
protected